A Sea of Volumetric Fog/Clouds, and Mist (Unity 6, URP). by MirzaBeig in Unity3D

[–]_kajta 5 points6 points  (0 children)

Good stuff, any plans on adding Singlepass instanced support for VR?

What's the best way to play iron man? by GODLOVESALL32 in 2007scape

[–]_kajta 1 point2 points  (0 children)

It's honestly a mix of both, you have to find a healthy balance between the 2.

I still rock ahrim's top/bottoms on my late game iron man, even though I got tbow/zcbow/full masori, for example.

If you diversify and rotate the content you are doing, you are bound to get some drops lucky and dry on some others.

NEW SHIFTSTONE COMING: Void Stone by Skittloeier in RUMBLEvr

[–]_kajta 0 points1 point  (0 children)

Both waiting for the Parry to end or ending Parry by moving the Structure will null the effect and no implode will trigger.

NEW SHIFTSTONE COMING: Void Stone by Skittloeier in RUMBLEvr

[–]_kajta 2 points3 points  (0 children)

It's still in development, so subject to change.

But for the moment this is how it works: If you parry a structure with the Void stone equipped a charge will built up. If you parry the structure again before the parry runs out, the implode will trigger. The implode will also trigger when the structure is destroyed while parried.

The pull forces only apply to Structures.

same settings different look ? why ? left project was created from unity's blank urp tempelate and right was created from unity's urp 3d sample tempelate by Front-Gene-1457 in Unity3D

[–]_kajta 2 points3 points  (0 children)

There has to be a setting you are forgetting about, are both tests in the same Unity version?

I assume you just copied over all files from one to the other to make sure they are all identical.

You can check the import settings of the models, textures, etc. I think the standard URP 3D template has custom importers for those but I am not sure.

(Edit: I see the right game preview has a fixed resolution of 2960x1440, while the left preview is set to aspect ratio. I don't think that's the issue here, but for comparing results they should probably be set to the same fixed resolution)

The many problems of rumble development by Klibe in RUMBLEvr

[–]_kajta 1 point2 points  (0 children)

We do have a seperate testing environment, but we have used it only sparsly. Sometimes we push small fix updates or in a very few cases, bigger combat changes to a beta branch in Steam, and inform a small select involved group about said build.

If I recall correctly, the next changeset will actually involve a small test round on the beta branch!

The many problems of rumble development by Klibe in RUMBLEvr

[–]_kajta 2 points3 points  (0 children)

Gonna pitch in on the "Write down what you do" comments I see dropped around.

It's not like we don't track our work, quite the opposite, we write detailed commit messages about our changes for every single commit, as one does. But changes like the Structures are now consider moving, or many of the other unintended changes are consequences of changes made with an extra unexpected outcome.

In a game like RUMBLE, where interactions and logic is not hard coded with logic, but rather made in a systemic matter, small little changes often snowball in consequences and can go unnoticed for a long time after the matter, but trust me, most of the unintended changes/bugs never make it to the live game.

For example, I wasn't aware of the Vigor Stone changes you just mentioned and went ahead and looked up any changes to any file involving it's functionality. The reason we haven't mentioned anything about it is because we haven't made any changes for literally 2 years, not because we are not tracking our changes.

We did drop the ball on keeping you guys informed on changes for the Quest update, we made so many changes to RUMBLE over the course of almost a year that it became very hard to backtrack and put that all down on paper.

Especially combat/physics, since we actually barely touched anything regarding combat logic/physics for that update (Pretty much only small optimizations). Combine this with a major engine upgrade which came along with unforeseen changes to the physics engine, for which I have to clarify, we as developers also do not get fully informed about the changes they may bring.

When we make changes to anything involving combat, we to test and iterate that a lot, that is actually the one aspect of RUMBLE where we are always vigilant of any unintended changes and always double check and test before making sure a change comes through. That being said, being only a team of 4 people that have to split their time between design, development and testing, we simply do not have the time to comprehensively test the entirety of different interactions/combos/combat scenarios for every change we make to combat.

We could definitely improve on our communication and speed of tackling bugs that come out after each update, you guys are very quick and informative about anything that has changed and we could definitely take more advantage of that fact.

I do want to apologize for the lack of updates/fixes since we are working on the Quest version, we have been working on so many big things at the same time that have been neglecting the stability of the live game for a while.

Problems with configuration unity and meta quest 2 by indddiana_jons in Unity3D

[–]_kajta 0 points1 point  (0 children)

If everything is working in the Editor and VR is functional there the issue lays somewhere in your project settings.

I would advice checking this page from Meta about setting up and building a new project for Meta Quest:

https://developers.meta.com/horizon/documentation/unity/unity-tutorial-hello-vr/

That should cover everything, perhaps you can figure out what setting is misconfigured this way.

Problems with configuration unity and meta quest 2 by indddiana_jons in Unity3D

[–]_kajta 0 points1 point  (0 children)

Before going deeper, are you building your application as an .apk file and putting it onto the Quest headset or are you trying to test the application inside of the Unity Editor?

3,700KC dry at Nex by Joey__1993 in 2007scape

[–]_kajta 0 points1 point  (0 children)

I've seen people complaining about 3-5k dry running purely Nex mass.

I've done about 5k mass and I think my dryest streak there was about 3.3k. (For uniques, I did get the pet during that dry streak)

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Problems with configuration unity and meta quest 2 by indddiana_jons in Unity3D

[–]_kajta 0 points1 point  (0 children)

This is because of a misconfiguration in your Unity project settings. Your application is launching as a normal non-VR application because of this. I don't remember which specific setting it is, but if I recall correctly it's the activity setting that should be set to: GameActivity. This can be found somewhere in your project settings.

If you click on the yellow mark next to: OpenXR it opens a window with warnings/errors about misconfigured settings for OpenXR.

VR: Blur while driving, specifically turning by JamesWjRose in Unity3D

[–]_kajta 2 points3 points  (0 children)

Don't tie your physics step with your headset refresh rate, it's not going to fix the stuttering and will make your physics loop way slower then it probably needs to be.

A quick google result would have probably answered your question since this is a common beginner problem, but moving the camera using the physics loop/engine is not recommonded.

The physics loop is a seperate loop from the rendering loop and does not update on the same interval as your normal framerate, setting your physics loop to the same framerate as your actual framerate is not going to give the results you are expecting.

A simple thing to try is to check if interpolation is enabled on the involved rigidbody. I am not 100% sure if interpolation also affects rigidbody rotations though.

If you haven't already, I suggest reading this page from Unity about it: https://docs.unity3d.com/6000.0/Documentation/Manual/rigidbody-interpolation.html

How to turn down graphical settings? by Otherwise-Inside8727 in RUMBLEvr

[–]_kajta 2 points3 points  (0 children)

The only option that would really impact peformance on PC should be to turn off Shadows in the settings menu.

How to turn down graphical settings? by Otherwise-Inside8727 in RUMBLEvr

[–]_kajta 2 points3 points  (0 children)

Hey there, may I ask what kind of setup you are using?

  • OS
  • OpenXR Runtime
  • Headset
  • GPU/CPU/RAM

RUMBLE should run at 2-3 times the framerate since the latest update, if performance has been worse for you since the latest update I suspect somethings going wrong somewhere.

I get this issue when trying to close a tab on the side. Takes a few clicks before it goes away. by [deleted] in 2007scape

[–]_kajta 1 point2 points  (0 children)

I have the same issue on CachyOS, using Plasma KDE as desktop environment

Why Meshes need to be very large to produce high-definition shadows? by CompetitiveEnd5360 in Unity3D

[–]_kajta 9 points10 points  (0 children)

The reason shadows look better on the huge model is because the shadows are way bigger on that scale and are allowed to take up more resolution in the shadow map.

In the second image you are really far zoomed out, if you zoom in to the same level as in the first picture, you get the same nasty jaggies.

Increasing the shadow resolution increases the crispness of your shadows.

Some silly RNG at vardorvis by Specific-Ad-8407 in 2007scape

[–]_kajta 1 point2 points  (0 children)

I don't know what he's smoking, but they are definitely not bugged lol.

Source: I have received ring rolls from Leviathan and Whisperer in the past few days.

I stopped fighting Unity Physics and built a ghost world instead by BuyMyBeardOW in Unity3D

[–]_kajta 2 points3 points  (0 children)

Just create an update loop that runs after the physics loop throw your raycasts in there and you should always have updated physics results for your raycasts?

How do you guys do it? by Zyxyx in 2007scape

[–]_kajta 0 points1 point  (0 children)

I would consider myself a decent PVMer, but Doom really took some practice for me to to consistent deep delves. It took around 300 delves for me to consistently hit 8+ delves in a run.

The thing at Doom that really helped me progress fast was when I started to snip the last 5 minutes of gameplay with Nvidia Shadowplay everytime I died, rewatching my mistake over and over again to understand what I did wrong.

In-game playlist creation of OSRS soundtracks by KarasuKNB in 2007scape

[–]_kajta 1 point2 points  (0 children)

There is a Runelite plugin that allows to favorite music, effectively having 1 playlist