i have been watching furret walk for half an hour now

i am in the process of making a furret walk vrchat world

there are two tools for exporting models and animations

one of them can't export multiple animations (which means it can't export pokémon)

the other one exports broken animations

and yes, if you're wondering, I have been listening to furret walk this whole time

i'm remaking the textures because 256x256 (or rather 256x512 because of some neat shader hacks) doesn't really hold up on desktop

those shader hacks is that all the pokémon models from sun/moon has UVs between 0 and 2 in the X direction, and is mirrored around 1, means all textures have to be symmetrical, but gives you double the horizontal resolution

placeholder environment textures and trees, but hey, it works

the furrets are playing the music, have considered having them walk around with small speakers on their heads

note to self: billboarding does not work in VR, at all

:furretwalk: 

I might just make it be in a blue void, kinda similar to the animation viewer in the pokedex

:furretwalk: 

they are now on a hill and apparently substance has a plugin for unity that lets you straight up import substance materials

:furretwalk: 

bad news: I tried it in VR and my machine could not hit 90 FPS unless I was staring into the ground

I might need to cut down on the forest a bit, and see if there's something more I can optimize without removing stuff

:furretwalk: 

so, I captured a frame in renderdoc, and unity is rendering every tree individually, even those that should realistically be culled

time to play with occlusion portals

:furretwalk: 

the trees are part of the terrain system, so I have no clue why they aren't batched - they are instanced at least, I guess

:furretwalk: 

it's up for desktop, but fair warning, it looks like crap since the trees have to billboard almost immediately to even have a *chance* at running at 90 FPS in VR

vrchat.com/home/launch?worldId

:furretwalk: 

I'll make a Quest version once I've moved the grass and trees out of unity terrain, because I can tell it won't be able to hit decent framerates from the graphs on draw call overhead on Oculus site, so I really do need Unity to be able to batch them

:furretwalk: 

I wrote a script to grab the positions of the trees from the terrain object, and create regular gameobjects with the same positions

Despite giving up billboarding, it decreased frametimes

I can't understate how garbage unity terrain is

:furretwalk: 

like, having 1285 gameobjects for trees is more efficient than unity terrain

:furretwalk: 

oh no I made the mistake of toggling static on a tree of ~18k gameobjects

:furretwalk: 

"how the hell do you have ~18k gameobjects"

grass

this is more efficient at runtime than unity terrain

Follow

:furretwalk: 

added a highly requested feature (okay @RussellTheFox thought it was a good idea but that's about it) which I will be publishing shortly

· · Web · 0 · 0 · 0
Sign in to participate in the conversation
Fuzzy Systems Masto

Instance run by a non-profit association, with a mission to encourage an open internet, welcoming to everyone.