Steam Frame looks so transparent when lit by a halogen lamp!
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My opinion on Steam Frame. I'm not going to overhype it or something, but long story short: overall, it's the best headset I ever used with minimum amount of tradeoffs, and that's why:
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Steam Frame, let's gooooo!
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VRC Light Volumes v.3.0.0 is very close to release, and I'm going to shoot a trailer for it. So if you have any worlds that use v.3.0.0 features, share them with me! I might use them in the trailer. (A random picture to get your attention)
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The best thing happened to me today!
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What does it mean? Am I getting it soon?
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Few sudden purchases. Guess I’ll be living on rice and water for the rest of the year…
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I made a shader striping feature for VRC Light Volumes v.3.0.0! It's something similar to what Poiyomi or lilToon does when you lock your shader, but for worlds, not avatars. And I can say, it's a game-changer in terms of world performance!
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Some less compressed screenshots. Here you can see that the rain is much more detailed than it is on video :D
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Working on a GPU particles rain system that can work together with VRC Light Volumes and my prototype of a volumetric fog. Every raindrop creates ripples and small droplets from it. Twitter compresses the quality like crazy, it looks 100 times better in game.
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Sorry, I broke the support of my Starlight Projector asset in VRC Light Volumes dev.16. So, dev.17 hotfix is here. Should work again now, sorry for the inconvenience! Remember, it requires world materials that support VRCLV. redsim.booth.pm/items/851048…
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Replying to @SlyVR5
There are no voxels for the light data - I didn't bake anything in lightmapper. It's just lots of LV point lights with baked EVSM shadows. And AO here is just a natural effect. I did nothing special to achieve the AO.
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Testing VRC Light Volumes 3.0.0 in some real conditions. Here's an example of a world fully lit up with VRCLV 3. No baked lightmaps here at all, only semi-realtime lights that are baked in game. Every light can be controlled separately in runtime. 70+ active light sources here.
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Today, my absolute favorite visual novel, got a remake - Steins;Gate RE:BOOT! So, to immerse myself even deeper in the novel, I made an app that fully syncs my IRL DIY Divergence Meter with the in-game one! @kagakuadv #シュタゲ #シュタゲリブート #SteinsGate #SteinsGateReboot
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60 FPS was tested on Google Pixel 9 Pro Fold - not the greatest GPU at all. Quest 3 was up to 45-50 FPS based on my test. And I still plan to improve it, so it will most probably be even better. And it's completely back compatible with VRCLV v.2.x.x, but will just ignore froxels.
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A new clustered froxel-based lighting prototype for Light Volumes 3.0.0! It uses froxels to precompute visible light IDs, so shader don't have to iterate through every light. This scene has 128 active lights and performs around 60 FPS on Android. ~13 FPS with no clustering.
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Today (July 18th - JST time) is the last day you can buy the Starlight Projector with 30% off! Please remind your friends if they wanted to buy it with a discount! Booth: redsim.booth.pm/items/851048… Jinxxy: jinxxy.com/red_sim/Starlight…
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Finally, got some time to visit my corner at Vket. Come here to touch some grass and to see some light! Starlight Projector here can't project effects on people's avatars, but it's pretty much operatable anyway! #Vket #Vket2026Summer
Also today is the first time I participate at #Vket2026Summer! You can find my new Starlight Projector and GPU Infinite Grass in "Cocoon Art Aquarium Redive" at the very end of the exhibition hall! It's a nice chance to try the Starlight Projector there. vrchat.com/home/world/wrld_4…
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Starlight Projector is out now! An interactive projection sphere powered by VRCLV 3.0 that projects beautiful animated effects onto your world and avatars. Every purchase supports VRC Light Volumes development. 30% off this week! Links to Booth, Jinxxy, Gumroad and Pateron below:
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VRC Light Volumes v.3.0.0 is now ready for a public BETA test! It's a beta test that is mostly for creators: I want you to check if it works in your worlds an if you have problems integrating it in your shaders. (Enable Pre-Releases in your VCC to get it) github.com/REDSIM/VRCLightVo…
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It's obviously less performant, but not that bad. Shader makers will still have a choice which approach to use. Older and cheaper speculars are still supported (I suggest using them on Quest and Mobile). BTW: Here you can see speculars and shadows depending on the light size.
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I made physically correct speculars for VRC Light Volumes v.3.0.0. Now we'll have them separate per each light, so no specular-leaking artefacts anymore! Also now speculars use light source size to look much more physically correct.
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VRC Light Volumes v.3.0.0 will support Area Light realtime texture emission, almost like LTCGI. Less physically accurate, but very performant!
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Oh, balloon particles again!
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I watched "The Amazing Digital Circus: The Last Act" today. No context, so it's not a spoiler, but I made something related on VRC Light Volumes v.3.0. I can already imagine how great it will fit VRC chill worlds...
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Still working on VRC Light Volumes v.3.0 Here are some realtime shadows with volumetric fog... (Extremely expensive but cool)
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I really love new VRC Light Volumes shadows! But I have to tell you that realtime feature is very expensive, more expensive than Unity's default shadows. So such shadows should mostly be used in baked-realtime mode, when players can only receive shadows, but not cast.
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New prototype of VRC Light Volumes real-time shadows! It uses EVSM сontact-hardening soft shadows. Performance seems good on PC, but I will do more tests. Finally something that looks better than what you can achieve in Unity by default!
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Realtime shadows in new VRC Light Volumes. Probably not what you actually want to have usually... But can be very useful if you want to rebake your shadows in runtime! It can be triggered just once and then you can go fully baked with no overhead.
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Another thing that is going to be released with next version of VRC Light Volumes, is an in-game debugger tool! You'll be able to preview every volume, voxel, and point light. Works in any world that supports VRC Light Volumes.
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I'm working on a new major VRC Light Volumes update! - Baked realtime shadows (very performant) - Animated cookies and cubemaps - Optimized area lights - No more legacy code - Almost full back compatibility with older light volumes shaders (excluding new shadows)
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Do you remember the caps game from the 2000s? I thought it'd be cool to recreate it in VRChat as a game world where you can collect them. What rules did you use? (I know they varied by country)
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Light Volumes v.3.0.0 release! - Realtime lighting, speculars and reflections support - Fully path-traced global illumination (Quest compatible) - Spherical gaussians support - Even more performant! Full feature list here on github: github.com/REDSIM/VRCLightVo…
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Finally, finished my Divergence Meter casing! Will also need to make a proper firmware for it with ability to control it over Bluetooth/Wi-Fi
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Working on something... NOT SOON (TM)
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Just completed "Venture into the (Un)known" @VRChat event and discovered all the secret tapes!
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GPU Infinite Grass v.1.2.0 released! - Surface Normal support (better shading) - Correct light attenuation (was broken before) - Unity Fog support - Editor GUI improved - Other fixes Already available on Booth and Patreon: redsim.booth.pm/items/799736… patreon.com/posts/150937086
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IN-14 nixie VS IN-16. Maybe I should make a larger divergence meter?
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It's actually possible to make, using directional data from all 3 directions separately. But it will still not fix artefacts from vectors pointing towards each other and compensating each other. So, actually 6 directions needed. That's a lot of data, but it should work, I guess.
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The main problem of this approach, that it uses a single vector field. So, basically, you can't intersect shadows. But what if we use something similar to MSDF, but for SH... Multilayered Mono SH data. But I have no idea how to calculate it.
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A very rough proof of concept of Baked Directional AO for VRC Light Volumes. I'm not sure if I want to integrate it into light volumes for real, but it could be a VERY performant solution to make super cheap realtime contact shadows.
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GPU Infinite Grass v.1.1.0 released! - Unity Terrain support - Surface Mask shader improved - New surface setup workflow - You can now draw grass on ceilings too - Fixed several bugs where grass wasn't rendering in VRChat or Play Mode redsim.booth.pm/items/799736…
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Testing GPU Infinite Grass with Unity Terrain... And I surprised how perfectly liminal it looks with just a default terrain texture!
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Working on the GPU Infinite Grass most requested feature: Unity Terrain support! Gonna be in the next update very soon, as well as lots of small bug fixes and improvements.
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Today is the last day to get GPU Infinite Grass with 20% discount!
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The system was optimized a lot since the last time I showed it in VRChat. You can check how it works now in this world: vrchat.com/home/launch?world… Also special thanks to @VRMOPKOBKA for making the grass textures provided with this asset!
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My new "GPU Infinite Grass" is finally out! Renders millions of grass blades to the horizon! Mobile/Quest-ready, Light Volumes support, bendable by players and objects. Available on Booth & Patreon. 20% off for the first 3 days! redsim.booth.pm/items/799736… patreon.com/posts/150937086
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Replying to @Mick0las
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I remember it like it was yesterday...
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Replying to @AYANO_TFT
これは単に解像度の違う2つのカメラではなさそう。 1人のキャラが部分的にフル解像度と低解像度で同時にレンダリングされている。 画面空間でゾーン分けされた、foveated rendering に近い手法かも。深度ベースの可能性もありそう。
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Hacking to the Gate
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I finally made the Divergence Meter prototype work! Now need to polish it and write a proper firmware.
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Some progress on the decorative top board...
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