RED_SIM (@RED_SIM) header
RED_SIM (@RED_SIM) profile picture

I made VRC Light Volumes, I guess? https://nitter.cf/t.co/fNX0P8aFPA https://nitter.cf/t.co/SDkyXpo7uE

Warsaw, Poland
Joined October 2011
Photo by RED_SIM (@RED_SIM)Photo by RED_SIM (@RED_SIM)Photo by RED_SIM (@RED_SIM)Photo by RED_SIM (@RED_SIM)Photo by RED_SIM (@RED_SIM)Photo by RED_SIM (@RED_SIM)Photo by RED_SIM (@RED_SIM)Photo by RED_SIM (@RED_SIM)Photo by RED_SIM (@RED_SIM)Photo by RED_SIM (@RED_SIM)
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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New VRCLV Volumetric Fog I'm working on. It's a hybrid solution, semi-froxel, semi-analytical. Can be roughly 2-3 times more performant than currently available VRChat fog solutions. No visible noise at all. Very sharp point light volumetrics.
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The scene here has tons of expensive VRCLV area lights, which is an absolute overkill and was made for benchmarking. Still a very good FPS. Can be optimized even more though!
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RED_SIM retweeted
i was playing around with arctic setting a bit to rest from other stuff and tried to torture test the @RED_SIM's light volumes, 26 realtime lights with tons of overlap, 250k of snow particles and... 800fps??? and i thought it was a lot to ask :>
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A great asset and a must-visit world! There wasn't anything like that in VRC before.
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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Finally, a good use of new VRChat contacts features! Very cool ~
This quoted post is unavailable.
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One interesting thing about Light Volumes is that they can be updated at runtime, allowing for baked lighting toggles! Here, I have two switches controlling two Light Volumes, plus an additional one for the light shining through the window. Everything is baked. #VRChat
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lilToon supports VRC Light Volumes 3 now!
lilToonを2.4.0に更新しました 付属のVRCLVを3.0へ更新したのと、いくつかエディタ関連の修正が行われています
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By the way, you can use almost any Materials for VRCLV cookie projection, not only render textures! I just wonder what else people gonna do with it... And it works with shadow maps too
FakeCausticsのマテリアル、そのままPointLightVolumeのCookieとして使えそう
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RED_SIM 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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Its insane what AI can do nowadays, I've let Opus 5.5 in a loop for 2 days optimize a RISC-V emulator written in a fragment shader running in VRChat and it got to a working window manager, Doom running at playable speeds, and a an emulated GPU with OpenGL 1.x
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I want to talk about a big Steam Frame problem no one seems to mention: image quality. SteamVR's streaming pipeline has a serious bug that blurs high-contrast edges. I managed to partially fix it. These are real screenshots from the headset after decoding and lens correction.
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As you can see, the fix doesn't remove all the blur. That's why we need 4:4:4 color sampling. In this comparison you can see that Pyrowave looks much cleaner in my vibe-coded prototype on Frame. However, it doesn't work in runtime yet. So, Valve, please... you know what to do!
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Here's the bug: SteamVR's PC VRLink shader genforencode_ps_chroma_full_stack.fxo doubles chroma derivatives that already account for 4:2:0, blurring color before HEVC. My patch averages matching 2x2 RGB pixels after sRGB conversion, then computes Cb/Cr.
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Steam Frame looks so transparent when lit by a halogen lamp!
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