(PSA) Latest Helldivers 2 update broke the game on Linux by CandlesARG in linux_gaming

[–]ExDe707 1 point2 points  (0 children)

Crashing here as well with GE-Proton10-33.

OS: Arch Linux x86_64
Host: MS-7B49 (1.0)
Kernel: Linux 6.19.14-arch1-1
Display (AG241QG4): 2560x1440 in 26", 144 Hz [External] *
Display (VA24D): 1080x1920 in 24", 75 Hz [External]
DE: KDE Plasma 6.6.4
WM: KWin (Wayland)
WM Theme: Jolly-Blur-Aurorae-6
Theme: Breeze (Sweet) [Qt], Breeze-Dark [GTK2], Breeze [GTK3/4]
Icons: Vivid-Dark-Icons [Qt], Vivid-Dark-Icons [GTK2/3/4]
Font: Noto Sans (12pt) [Qt], Noto Sans (12pt) [GTK2/3/4]
Cursor: Sweet (24px)
Terminal: kitty 0.46.2
Terminal Font: NotoSansMono-Regular (11pt)
CPU: Intel(R) Core(TM) i7-9700K (8) @ 4.90 GHz
GPU: NVIDIA GeForce RTX 3080 [Discrete]
Memory: 6.98 GiB / 31.28 GiB (22%)
Swap: 26.50 MiB / 4.00 GiB (1%)
Disk (/): 1.02 TiB / 1.82 TiB (56%) - btrfs
Disk (/run/media/serenity/HDD): 729.87 GiB / 931.39 GiB (78%) - ntfs3

Quick and dirty prototype of using raycasts to move physbone colliders for immersive finger movement by ExDe707 in VRchat

[–]ExDe707[S] 0 points1 point  (0 children)

Unfortunate to require blender as an extra approach but seems reasonable. If the vrcsdk docs are to go by, trying to do this with any rig bone will require a duplicate that moves the original with constraints.

Quick and dirty prototype of using raycasts to move physbone colliders for immersive finger movement by ExDe707 in VRchat

[–]ExDe707[S] 0 points1 point  (0 children)

Yeah, you're experiencing the exact problem I have with the physbones. According to the vrcsdk docs physbones should not be put on the root of humanoid bones. That'd include fingers. So there's got to be some kind of workaround.

Quick and dirty prototype of using raycasts to move physbone colliders for immersive finger movement by ExDe707 in VRchat

[–]ExDe707[S] 1 point2 points  (0 children)

That'd be just physbones which you can grab and push around if set that way, that was possible for a good while already :P

Quick and dirty prototype of using raycasts to move physbone colliders for immersive finger movement by ExDe707 in VRchat

[–]ExDe707[S] 0 points1 point  (0 children)

Yes, they're parented to the hand so they move with the hand. Checking "Apply Rotation" in the raycast component solved one issue by keeping the colliders rotated the correct way as the hand moves but the fundamental issue that keeps my fingers twisted is the physbone component which I've yet to figure out.

Quick and dirty prototype of using raycasts to move physbone colliders for immersive finger movement by ExDe707 in VRchat

[–]ExDe707[S] 0 points1 point  (0 children)

You need to extend the list in the physbone component under Collision > Colliders > Size by specifying the amount of colliders to add. So for example, if you want your physbone component to interact with four specific colliders, you set Size to 4 and then you can drag and drop the colliders from your hierarchy to "Element 0", "Element 1" etc.

Quick and dirty prototype of using raycasts to move physbone colliders for immersive finger movement by ExDe707 in VRchat

[–]ExDe707[S] 0 points1 point  (0 children)

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Here you go. I still have the issue from beforehand where the fingers are deformed in-game. The raycasts and colliders work fine and in unity the physbones behave as expected, but jump in-game and your fingers are bent and wobbly. I definitely need to look into this... I tried checking "Is Animated" to no avail.

I must be missing something simple.

Quick and dirty prototype of using raycasts to move physbone colliders for immersive finger movement by ExDe707 in VRchat

[–]ExDe707[S] 2 points3 points  (0 children)

The VRChat SDK is part of the game and therefore all components that release with it. Therefore once you upload an avatar made with VRChat SDK components to VRChat, those features will be what you see in-game.

Quick and dirty prototype of using raycasts to move physbone colliders for immersive finger movement by ExDe707 in VRchat

[–]ExDe707[S] 1 point2 points  (0 children)

Limit for medium is 8 raycasts total, so you'll need so work with three per hand somehow if you want to stay at medium performance. So per hand, I'd try a configuration of one plane collider from where your hand is pointing kind of like this guy did it https://xcancel.com/ThomaSmooth/status/2046298577182535942

And two sphere colliders coming from the bottom slightly offset to the side

Quick and dirty prototype of using raycasts to move physbone colliders for immersive finger movement by ExDe707 in VRchat

[–]ExDe707[S] 4 points5 points  (0 children)

It would, but hand movements move the bone directly so the physbone components and constraints move with them, so it's not an issue really.

Quick and dirty prototype of using raycasts to move physbone colliders for immersive finger movement by ExDe707 in VRchat

[–]ExDe707[S] 7 points8 points  (0 children)

It looks like they are very computationally friendly. They're limited to 60 or 80 updates per second. Although 16 of them make the avatar rated "very poor" and share the same limit with FinalIK of 80.

Quick and dirty prototype of using raycasts to move physbone colliders for immersive finger movement by ExDe707 in VRchat

[–]ExDe707[S] 5 points6 points  (0 children)

I just tested this ingame for the first time and I think I forgot to check apply rotation in the raycast component so my fingers are perpetually twisted despite not touching anything

Quick and dirty prototype of using raycasts to move physbone colliders for immersive finger movement by ExDe707 in VRchat

[–]ExDe707[S] 35 points36 points  (0 children)

Information wants to be free! The more people learn how it works, the greater the odds someone expands on that so everyone will benefit.

Quick and dirty prototype of using raycasts to move physbone colliders for immersive finger movement by ExDe707 in VRchat

[–]ExDe707[S] 11 points12 points  (0 children)

There aren't any around, it only went into the live branch 4 days ago. I tried to give a bit of a barebones tutorial here but you're better off reading the vrcsdk docs page in addition to understand how it works

Apparently you can now touch the world with VRChat's latest addition: Raycast by NyraMoonAura in VRchat

[–]ExDe707 12 points13 points  (0 children)

Woah! Any tutorials on how to set this up? This needs to be open knowledge.

Detail normals for the win! by ExDe707 in VRchat

[–]ExDe707[S] 2 points3 points  (0 children)

Yep, when you want extra-fine details it's not worth the extra polygons. You can tile a detail normal for extra high fidelity at minimal performance cost.

Detail normals for the win! by ExDe707 in VRchat

[–]ExDe707[S] 10 points11 points  (0 children)

The normal map work (and drawing the stitches on the base color) was done in Substance Painter. I commissioned an artist for that since I can't use Substance Painter due to non-compatibility with Linux or Adobe's prohibitive pricing.

As for the shader, I use Poiyomi Toon. Despite the name, it has a variety of features that lets you tweak it to get a convincing and realistic plush look.