Kathy Rayna 🦝🥽 (@KathyRaynaVR) header
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🦝Silly Raccoon #Tomboy #VR #VRChat Content Creator 🌃#VRChatWorld & Model Maker 📸#VRChatPhotography 🎮#INDIEDEV #GAMEDEV #VRDEV #LINUX 👾#RETROGAMING

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Joined August 2024
Photo by Kathy Rayna 🦝🥽 (@KathyRaynaVR)Photo by Kathy Rayna 🦝🥽 (@KathyRaynaVR)Photo by Kathy Rayna 🦝🥽 (@KathyRaynaVR)Photo by Kathy Rayna 🦝🥽 (@KathyRaynaVR)Photo by Kathy Rayna 🦝🥽 (@KathyRaynaVR)Photo by Kathy Rayna 🦝🥽 (@KathyRaynaVR)Photo by Kathy Rayna 🦝🥽 (@KathyRaynaVR)Photo by Kathy Rayna 🦝🥽 (@KathyRaynaVR)Photo by Kathy Rayna 🦝🥽 (@KathyRaynaVR)Photo by Kathy Rayna 🦝🥽 (@KathyRaynaVR)
Kathy Rayna 🦝🥽 retweeted
MY BESTIES AVI JUST DROPPED PLEASE GO CHECK IT OUT AND SUPPORT HER MODELS IN AVI: ME:3 @OrabythVR @R0B0Tv4 @OrabythVR @SosariaVr @cynnamonz @PhantasmKatsu @KathyRaynaVR VIDEO SHOT AND EDITED BY: @SosariaVr AVI MADE BY @cynnamonz jinxxy.com/Cynnamon/Melinia
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Kathy Rayna 🦝🥽 retweeted
Dynamic wetness integration with my standard and splat shaders. Shoreline feature that makes waves always approach the shore within a chosen radius. New higher quality foam with realtime bubbles, glints, and proper lightmapping. Coming in the 2.0 update :)
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Kathy Rayna 🦝🥽 retweeted
Happy Halloween 🎃 @KathyRaynaVR
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Kathy Rayna 🦝🥽 retweeted
I finally released VRCFluid: my boundless, high-quality SPH fluid simulation for VRChat worlds! 🌊 Up to 1M particles, simulated on the GPU which works without compute shaders! My demo world: vrchat.com/home/world/wrld_a… Booth page: misham.booth.pm/items/904786…
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Kathy Rayna 🦝🥽 retweeted
Bittersweet, but fitting. Avatar by me! Release date: 1st of November! 📸: @squirtnnjuice
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Kathy Rayna 🦝🥽 retweeted
BetterFrame planned features: -A redesigned UI that feels made for VR -VR and Steam settings in one place -Quick UI buttons for StreamXR and Framecorder -More distinction between starting/configuring a game via streaming or native play -Quitting games doesn’t feel slow -Redesigned keyboard with copy, paste and text to speech -More clear option to change how curved your screen is -Move and resize screens more freely -Option to pin windows to your head, with LERP option -Better multitasking -Option to control the UI with your eyes -Option to change what the Aux button does (passthrough, mouse, etc) -Simpler action sets -Automatically adjusted better settings for built-in mic -Options for a plain color background environment -Sharper PC desktop virtual screen when streaming (if can be done) -MAYBE. MAYBE navigating the UI with hand tracking. MAYBE. I’d need help for it
QUESTION FOR YOU ALL If you could have anything changed/added to Steam Frame's UI, or any new features added software wise to make usability better, what would you add/change? My team and I are working on a project for Steam Frame called BetterFrame! It'll redesign elements of Steam Frame's UI to be more polished and easy to use, have a better keyboard with Paste and TTS automatically built in, configure Steam Frame's microphone to better settings, and have multiple features built in to make multitasking easier without over complicating things. I want to know what people want in something like that though, rather than just doing whatever I personally think works. Any ideas help!
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Kathy Rayna 🦝🥽 retweeted
This is not Minecraft. This is VRChat. And no it's not "another minecraft vrchat world" this is actually 100% accurate. 10 chunks of render distance. A stable 280 FPS in my tests. Just 32 draw calls. And no, it’s not “vibecoded.” I ported Minecraft 26.3’s terrain noise generator to run entirely in a GPU shader. Each player generates the chunks locally, while Udon handles collision, block placement logic, and tracking which blocks players place or remove. Will I ever make a full Minecraft port for VRChat? Maybe, if I find the time! I’ve been a Minecraft Java modder for 7 years, with over 25 million downloads on my CurseForge profile. Porting Minecraft to C# has always been a dream of mine, and this is a first step toward it. Udon makes that difficult in quite a few places. Terrain features like tree trunks, villages, and other structures are still a challenge, and I haven’t found a way to generate all of them entirely in a GPU shader yet. But Minecraft terrain running through a shader inside VRChat? That’s already a pretty good start. #VRChat #VRChat_world #Udon #Minecraft #Port
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Kathy Rayna 🦝🥽 retweeted
北海道知床・斜里町に実在する名所「天に続く道」をドライブできるワールドをラボにアップしました! バイク・自動車・バス・ヘリを自分で操縦できます。時間帯変更機能あり。 vrchat.com/home/world/wrld_4… Quest対応。 #VRChat_world紹介
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Kathy Rayna 🦝🥽 retweeted
NEW AVATAR MELINIA OUT ON NOV 1ST ON JINXXY GO CHECK OUT CYNNAMONS NEW AVI SOON jinxxy.com/Cynnamon
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This is it, that final Linux hurdle, soon to be solved in the near future. With EAC doing this, many others will likely follow shortly after. @anjin_games it's the very thing we were talking about just a moment ago!
Easy Anti-Cheat being rebuilt for Linux in EAC Linux v2. Planned for pilot in Fortnite first "Once we’ve validated EAC v2’s effectiveness, we’ll make it available to more game developers so they can bring their multiplayer games to Linux players too" onlineservices.epicgames.com…
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Kathy Rayna 🦝🥽 retweeted
Took a look at the Deckard-Plano (Micro-OLED Frame) stuff… after waking up to pure panic Yeah it’s in there. And they do a lot of wacky things to make it possible… with the current 8 Gen 3 chip They even pair it with the upcoming hotswappable battery headstrap by default In my opinion, that’s probably required due to power consumption.. And while I would love to say “True Deckard soon,” I genuinely think they’re better off waiting a bit more for the Compute module to upgraded to a newer chip, with these Micro-OLED displays that ALSO need new optics You could argue that it’s only for streaming PCVR, but I disagree. Valve built just enough of FrameOS to support the Spatial Computing usecase to where people can do some amazing things with a Linux PC on their Face. And while that’s still hella buggy, and taped together.. that’s just software waiting to be fixed When you switch to Micro-OLED, you get way better visuals. But lose VR gaming focused aspects such as FoV and motion clarity. BUT it still is a greater experience, in my opinion, for many other things Valve positions the current Frame as a way to play the entire 2D game library. Verified titles for those is quickly growing way faster than VR titles But frankly, the current display/optics setup truly doesn’t make that usecase more enjoyable. A slightly lower FoV + Micro-OLED system definitely would But even with the foveal magic they’re introducing here in the code, that doesn’t solve the heat and performance problems even with streaming. The 8 Gen 3 isn’t THAT much better than the chip in the Samsung Galaxy XR. Which uses a lot of these same tricks on an XR2+ Gen 2 That headset throttles a lot even when streaming. It’s a serious problem So when I combine all of these thoughts together in my head. I actually just hope that this is an optics/display prototype being prepped for a bit later down the line. Rather than a Steam Deck/Steam Deck OLED situation The software situation on Steam OS (for Frame) is still a mess. And to have valve engineers and contractors split between supporting two models THIS FAST, after such a rough launch, would be a bit of negligence, imo At the end of the day, I knew valve would adopt Micro-OLED in one of their Headset products at some point. They’ve put serious effort into it over the past deckade and a half they’ve been doing VR. I’ve reported on some truly insane stuff they did in this field. It is inevitable But for this, I pray that inevitability is a bit further out..
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Kathy Rayna 🦝🥽 retweeted
Major overhaul for everything water coming in the 2.0 update in November. New godrays and caustics based on the surface normal maps, as well as a full overhaul of the underwater effects so it all matches 1:1 now!
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Kathy Rayna 🦝🥽 retweeted
UPDATE! I did a thing, You can now get the HTC Vive Focus Face Tracker to work with **ANY** headset!
This has led me down a rabbit hole of Focus Vision tinkering. What you're seeing now is the FV Face tracker being usable on a non-focus headset! With enough testing, I may have found a way to use Vive's new tracker on ANY HMD (via usb) I'll get back with yall after some testing!
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Kathy Rayna 🦝🥽 retweeted
VRC Light Volumes v.3.0.0 released! New features: EVSM shadows, separate speculars, light clustering, animated cookies, area light cookies, shader stripping, improved performance and more! github.com/REDSIM/VRCLightVo… #VRCLV #VRChat #Gamedev #Unity #Shader #VR
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Kathy Rayna 🦝🥽 retweeted
We’ve added Steam Frame support - available now in the latest #NoMansSky experimental build! Eye-tracked foveated rendering is supported and should also work on other compatible headsets, including Meta Quest Pro and Pimax Crystal. steamcommunity.com/app/27585…
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Kathy Rayna 🦝🥽 retweeted
A lot of people asked for it, so here is my personal fork of the rooted Quest Pro FT program. It has lighter, improved tracking models; steamlink support; pupil dilation; individual puff cheeks; improved calibration; index-like finger tracking on quest pro controllers; etc. (It still is a bit buggy on the auto-install or independent eyebrows, still very POC) github.com/Yeusepe/QFTPlus/r…
Rooted Quest Pro with individual cheek puff, eye pupil dialation, tongue tracking and individual eye-tracking wirelessly (using a modified github.com/n0tmast3r/Qpro-En… from @Notmaster6 , THANK YOU THIS IS SO COOL AND SICK).
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Kathy Rayna 🦝🥽 retweeted
liberate yourself from a tracker on your head continuous calibration of your playspaces using only your slam cameras one day project, tested with only my setup github.com/CreoleVR/QuestLHS…
made my qpro recognize the lighthouses with its slam camera and calibrate the playspace off it lmao, 0 trackers needed
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Kathy Rayna 🦝🥽 retweeted
Bare Knuckle II (Streets of Rage 2) in the actual streets of Tokyo. I’ve been building an engine to reconstruct games and re-render them in new ways. One of them is spatial rendering. This runs standalone on Meta Quest 3 with a PS5 gamepad.
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Kathy Rayna 🦝🥽 retweeted
New big update for QFT+! It fully unlocks the touchpad (and the pressure input that comes with it); the capacitive trigger surfaces; and includes and a new ML model for FT! This new model improves the fidelity of the tracking but at 1/10th the latency; 30mb of vram (vs 250mb+ on others); 1 minute of calibration; and a lot more optimizations. It also includes full individual eyebrows! (I am not dexterous enough to showcase it properly, MOVING MY EYEBROWS IS HARD😭) (This is still super early, so expect bugs. If you get them, dm me! Specially on the controller side, tho I fixed a bunch of bugs with this update. If you wanna install, just get QFT-Plus...24-Setup.exe) github.com/Yeusepe/QFTPlus/r…
A lot of people asked for it, so here is my personal fork of the rooted Quest Pro FT program. It has lighter, improved tracking models; steamlink support; pupil dilation; individual puff cheeks; improved calibration; index-like finger tracking on quest pro controllers; etc. (It still is a bit buggy on the auto-install or independent eyebrows, still very POC) github.com/Yeusepe/QFTPlus/r…
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