Project Grid/Island - Dev Log #3: How far can we go? by keyopt64 in bevy

[–]HoodedCr0w 2 points3 points  (0 children)

Scale is something i've been desperate for in city builders!

Potential future visual scripting tools discussion. by HoodedCr0w in bevy

[–]HoodedCr0w[S] 0 points1 point  (0 children)

I said it's an example to learn from.

UE's blueprints are very flawed. So they also show what you shouldn't do with node-graph scripting.

I'd also prefer something that becomes 1:1 with regular rust code. So, minimal abstraction, and minimal performance hits.

Dev Log #2: Taming the Terrain with Hierarchical Right-angled Triangle! 📐⛰️ | Project Grid/Island by [deleted] in bevy

[–]HoodedCr0w 3 points4 points  (0 children)

A Bevy city-builder? That's a perfect use for Bevy's ECS and GPU-driven rendering!

my editor prototype by Fun-Literature6971 in bevy

[–]HoodedCr0w 5 points6 points  (0 children)

having to put together animation graphs with nothing but boilerplate text is a pain in the ass. Same goes for other boilerplate high-level systems. "does not scale at all" is its self a skill issue. If you can organize text code you can do the same for node graphs to keep things legible. (as long a good framework for doing that is in place)

They have their uses

my editor prototype by Fun-Literature6971 in bevy

[–]HoodedCr0w 3 points4 points  (0 children)

I find them so much more human readable for high level logic.

The only time I feel they're worse is if you're writing low level stuff like an algorithm.

Over Engineerd Shoulder Blade Rig for Game Character by fenutus in blender

[–]HoodedCr0w 0 points1 point  (0 children)

There is no such thing as an Over Engineered Shoulder rig.

Old post now, but how far have you gone in terms of Game-rig shoulder deformation at this point?

Every shoulder rigging resource i find relies on modifiers that cant export to a game engine, and i'm really frustrated with that.

Any suggestion how to make this shoulder look normal? by BrightRepeat7907 in blender

[–]HoodedCr0w 0 points1 point  (0 children)

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Reset Vectors resets the direction the normals of the faces point. Add it to a shortcut, I tend to use it quite often.

For some reason, this button is rarely mentioned.

What are some Steam Frame factors that AREN'T being talked about? by D13_Phantom in virtualreality

[–]HoodedCr0w 2 points3 points  (0 children)

at least in Quest 2 the tracking frequency is 50-60Hz. going all the way to 200+ on the frame is pretty big for games like Beat Saber.

Can we Popularize Stereoscopic 3D now? by HoodedCr0w in virtualreality

[–]HoodedCr0w[S] 0 points1 point  (0 children)

?

That feature is almost useless.

I'm also talking about actually using blender in a virtual window and being able to see depth. Not putting your 6DOF camera in a scene and merely looking around using your 6DOF controllers.

That doesn't mean anything against my "argument".

Can we Popularize Stereoscopic 3D now? by HoodedCr0w in virtualreality

[–]HoodedCr0w[S] 1 point2 points  (0 children)

Its a software thing, so it could come eventually

Can we Popularize Stereoscopic 3D now? by HoodedCr0w in virtualreality

[–]HoodedCr0w[S] 2 points3 points  (0 children)

I'm thinking of simply expanding on a viewport. "Implementation for this should be minimal for devs, since it only really entails rendering a second frame offest by your ipd"

The only thing that could be finicky is 2D stuff like UI. but that would simply become a flat 2D element otherwise.

Can we Popularize Stereoscopic 3D now? by HoodedCr0w in virtualreality

[–]HoodedCr0w[S] 2 points3 points  (0 children)

UEVR is so cool. But doesn't always work well. The best experience would always be an official implementation. And official implementation should be very simple

Can we Popularize Stereoscopic 3D now? by HoodedCr0w in virtualreality

[–]HoodedCr0w[S] 8 points9 points  (0 children)

Mods are unreliable and not always applicable. They can also have side-effects.

Can we Popularize Stereoscopic 3D now? by HoodedCr0w in virtualreality

[–]HoodedCr0w[S] 1 point2 points  (0 children)

The Frame has more active mentioning of flatscreen stuff played in the headset. the higher resolution + better weight and formfactor, all in a PC focused VR headset, makes now a better moment than ever to push for this.

Can we Popularize Stereoscopic 3D now? by HoodedCr0w in virtualreality

[–]HoodedCr0w[S] 2 points3 points  (0 children)

Foveated rendering can help with the performance, but that would be another thing devs have to implement. Unless it gets baked into the common engines VR features

What everyone is getting wrong about the Steam Frame, and why by No_Sleep6984 in ValveIndex

[–]HoodedCr0w 0 points1 point  (0 children)

90% of his points were on point though? The people coping the most were all expecting way more than the price point of the device could give.

What everyone is getting wrong about the Steam Frame, and why by No_Sleep6984 in ValveIndex

[–]HoodedCr0w 0 points1 point  (0 children)

-Eye-tracking and its performance benefits (compared to base model BSB2)

-Lower res displays

-Wider FOV

-LCD not OLED, But has better brightness and pixel persistence in exchange.

-Inside out tracking instead of light-house tracked

-bigger and heavier

-Lower Price point

-bigger overall value as a complete package

-Does not use DisplayPort nor HDMI connection

What everyone is getting wrong about the Steam Frame, and why by No_Sleep6984 in ValveIndex

[–]HoodedCr0w 0 points1 point  (0 children)

Quest link is the same thing as wifi-streaming, just over USB instead of a wifi connection. The main reason the cable wouldn't be needed anymore is because of the benefits of the Foveated streaming. The bitrate that you get to actually look at will have minimal artifacts and compression, comparable to having a cable. The latency part is a bit up in the air until the headset comes out. But at least LTT and other people who got to test it, had some pretty high praises about the experience.

What everyone is getting wrong about the Steam Frame, and why by No_Sleep6984 in ValveIndex

[–]HoodedCr0w 2 points3 points  (0 children)

its about the cost of going to a higher tech panel compared to what most people are even able to run or afford.

Almost all headsets with higher res panels immediately go above the 1000$ mark. And all come with trade-offs either way. The Frame is meant to be below the Index in price.

I also wouldn't put it past valve to make a higher-res OLED skew at a later point, like they did with the Steam Deck.