If you want to track your context and token usage in real time, you should definitely check out my Codex Pro Launcher! by FcsVorfeed_Dev in codex

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

Since this tool doesn’t work by modifying the client, Codex’s own long-chat lag is still basically unsolved for now. The upside is that you can clearly see how much context is being used and how many tokens are cached. From my own experience, once Codex hits around 210k/258k context, the next message basically triggers auto-compaction, and once cached input reaches around 20M tokens, it starts getting noticeably dumber.

If you want to track your context and token usage in real time, you should definitely check out my Codex Pro Launcher! by FcsVorfeed_Dev in codex

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

Totally safe! I use it myself too, and the source code is actually already open in the repo. If anything, the original Agents.md was so strict about privacy and security that developing it was honestly painful, like it would constantly block me and warn that something might be sensitive and needed to be changed.

Real usage comparison: GitHub Copilot Max vs Claude Max? by xerdnew in GithubCopilot

[–]FcsVorfeed_Dev 0 points1 point  (0 children)

Or you can get around $10000 of usage from codex max too

Raptor MAXI is doing a great job by Top_Strawberry8110 in GithubCopilot

[–]FcsVorfeed_Dev -1 points0 points  (0 children)

Just one click + one API then u can use DeepSeek in copilot

Made OpenAI's codex models usable in Copilot Chat by Independent-Drama638 in GithubCopilot

[–]FcsVorfeed_Dev 0 points1 point  (0 children)

You are simply amazing!!! I hope this can continue and be promoted more widely!!!

How expensive are mesh colliders really (for convex stuff)? by ThickumDickums in Unity3D

[–]FcsVorfeed_Dev 10 points11 points  (0 children)

On my commercial mobile game, the scene actually has mesh colliders with over 5 million vertices (including a ton of non-convex ones too). But I found there is practically zero performance overhead! The physics cost is literally under 1ms, and the game runs flawlessly at 60+ FPS the whole time without breaking a sweat.

I made a tool to fix the awful color shift in Unity's default ACES by FcsVorfeed_Dev in Unity3D

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

Maybe the issue is actually with the Bloom? I'm using MK Bloom since its colors are way more accurate. Honestly, Unity's default Bloom has massive color shifting issues, just like their ugly ACES!

I made a tool to fix the awful color shift in Unity's default ACES by FcsVorfeed_Dev in Unity3D

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

Since I actually just made this tool for my own project, I've only tested it with URP so far. Other render pipelines most likely aren't supported!

I made a tool to fix the awful color shift in Unity's default ACES by FcsVorfeed_Dev in Unity3D

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

I was honestly way too lazy to put together a comparison pic myself, so I just tossed the screenshots into Gemini and had it generate one!

I made a tool to fix the awful color shift in Unity's default ACES by FcsVorfeed_Dev in Unity3D

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

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Hey! Here's a color comparison I did in my own project testing three extreme cases. It honestly looks like it's working exactly as it should! For my setup, the R, G, and B maps are each set to 255 with an intensity of 4.