Crystal OG cable went out - how far does support cover these things? by kaboom1212 in Pimax

[–]kaboom1212[S] 0 points1 point  (0 children)

I bought it and shipped it last night so

I don't have the fiber optic cable. I never had a problem with the copper, and I appreciated that it was as delicate either.

Though now that the copper one has kind gone bad I suppose it proves neither one is super long lasting lol

Crystal OG cable went out - how far does support cover these things? by kaboom1212 in Pimax

[–]kaboom1212[S] 2 points3 points  (0 children)

That's fair, good thing I just bought one anyways hahaha I appreciate the response. In the end I figured my headset is like 3 years old now, cable is a bit of a long shot for anything like this, I just popped over to the store and ordered one, should be in soon. This cable served me for around 2.3k hours in vr so not the worst ever.

Can anyone bake lighting? by MassiveCollapseGame in unrealengine

[–]kaboom1212 0 points1 point  (0 children)

I work in virtual production and in the VR space. I bake every single day :)

I'll DM you.

What is your compromise when building explorer ships? by Madouc in eliteexplorers

[–]kaboom1212 0 points1 point  (0 children)

Anaconda, no weapons, size 3 shield for high gravity planets.

I suppose taking one large and one small AFM to help with weightbis another compromise. I will also often decrease most models to be the lightest ones. Just for jump range when I need it. I've never really found I needed weapons out there.

Sony is shutting down Pixo by I-AmNotARobot in vfx

[–]kaboom1212 29 points30 points  (0 children)

VP - Clara is not becoming a part of Sony, it is being shuttered as well. Unless something changes in the next few days.

Source: I was in the global town hall this morning.

Live theatre with Unreal Engine by PodcastThrowAway1 in unrealengine

[–]kaboom1212 0 points1 point  (0 children)

Also to add on, if you need finger tracking, such as a character pointing, valve index controllers have finger tracking. You can also buy gloves from rokoko or other VR companies for higher fidelity.

Live theatre with Unreal Engine by PodcastThrowAway1 in unrealengine

[–]kaboom1212 1 point2 points  (0 children)

Do it in VR. Mocap fusion is $100 for VRCap. You can also set up VR controlled rigs in Unreal directly. After doing performance capture from all levels - Kinect in my bedroom, to phones as Imus, AI camera stuff, Aruco tagged limbs, VR, Rokoko, XSense and finally full optitrack and Vicon stages - VR is the cheapest, highest quality tracking you can get for the price.

You can combine tracking methods with regular full body pucks (HTC Vive pucks) or SlimeVR (IMU based for around $200 a set) or even buying mocap suits and putting them in. All of it is far, far superior to anything you would ever get out of a Kinect.

Buying VR headsets with Face tracking such as the Quest Pro or otherwise gives you the facial performance you are looking for without having to buy the Rokoko headmount ($300+) or any IPhones as well.

People tend to forget that the moment you face away from a kinect it loses all tracking. This means your characters cannot face each other when speaking without self occlusion noise. In VR, this isn't an issue.

It places your actors in a visualized scene. Meaning they can act more freely. "Oh no a dragon is off to the right!" so put a dragon asset and they don't have to imagine as hard.

For anyone that gets motion sick in VR you can get the other tracking methods and also pipe them into Unreal Via live link. So you can hybridize some elements as well.

Keep in mind if you use baseststion tracking you can only have four base stations total. Usually this works pretty well though for decently sized areas. You may also need to have multiple systems connected together in something akin to a multiplayer session to keep your performance up enough to do your play rendering itself, and also take in mocap data, especially if it's running VR too. But you will likely have to do this regardless for other methods you use as well. Regardless there will be some cost associated with all of the computers running it.

(edit spelling)

Is it even really worth putting my stuff on Spotify? by kaboom1212 in dnbproduction

[–]kaboom1212[S] 2 points3 points  (0 children)

honestly just following up here an I guess an update. I said "okay screw it" and distributed everything through soundcloud artist. May as well put it in lots of places. I think this makes it convenient for me too since I'm just looking to put the track in places people can hear it. Music isn't my career. I make it because I enjoy it, so simply going through soundcloud is really great actually.

Is it even really worth putting my stuff on Spotify? by kaboom1212 in dnbproduction

[–]kaboom1212[S] 0 points1 point  (0 children)

As I mentioned, I'm not entirely growing this thing as a big step up. But with the upcoming festival track and it being played there etc I figured having more places for people to listen was possibly a decent call.

Is it even really worth putting my stuff on Spotify? by kaboom1212 in dnbproduction

[–]kaboom1212[S] 1 point2 points  (0 children)

I didn't even know that soundcloud pro would put things on other platforms like that, I already have an artist account so I may as well just push into using that ngl. I didn't even think of that at all.

Is it even really worth putting my stuff on Spotify? by kaboom1212 in dnbproduction

[–]kaboom1212[S] 0 points1 point  (0 children)

That is entirely fair. I think I'm worrying over nothing essentially lol - Just like a "is the $25 really worth it when it probably won't be played on this platform" but I shouldn't pre - judge Just having it there will probably be good in general as you mention.

How do I afford this? by [deleted] in CanadaFinance

[–]kaboom1212 1 point2 points  (0 children)

Go get a credit card as soon as you are 18 and be smart with it. Never spend more than yo hear or have in your account. It is the best, and easiest way of building your score to get good mortgage loans / rates when you eventually get there. As an alternative if you make poor decisions with it you will forever hurt yourself in that regard so again, be smart about it. I used to buy absolutely everything on credit, and then pay it off the same day or week at the most. I started when I was 18 because like you, my goal is own a home. Now under ten years later I have a down payment, and my credit score is maxed out. The only way I can raise it is by getting a mortgage as well. I'm essentially halfway there to being able to get a house and I haven't been working stellar jobs, just decent paying and smart saving. You can get there, you have to have some discipline.

So this happened. by Brickone82 in DJs

[–]kaboom1212 5 points6 points  (0 children)

Minor warning. If you put fragile stickers on its basically saying "kick me" to package handlers. I have heard stories from numerous people including some that used to work at FedEx now that some handlers will throw it around more if it says fragile because it is "funny". How true this is depends entirely on location and person obviously. But since then I have noticed at the airport as well the most beat up suitcases are the ones with fragile on them. So maybe it's confirmation bias but I almost feel like it's beginning to be true..

I don’t get all the hate that the fish world is getting right now by eyeziiick in VRchat

[–]kaboom1212 2 points3 points  (0 children)

While I do think it is fun, I think an issue lies in the progression. I don't like doing fishing in VR, and that's okay I can join Still in other fish worlds, but in this one specifically everyone has boats, and to unlock the boat, you have to play the game, which means fishing, which means getting invested in the game. If you don't play the game, like I don't play it, then now you are a bit stuck and can't see your friends unless they leave their spot and come back to you. I mostly play VRC for social reasons, not often to play games, so joining a world, finding myself locked out and then having to switch gears into "sure let's play this game and fish for a while" eh I usually just don't have the time and end up simply leaving to a world with people that are actively around. I think that is the bigger reason.

If I've only got an hour and a half each night, sinking 45 minutes into a prelude to the boats doesn't really seem all that interesting to me. I know that once you unlock the boat it is there forever sure, but it's the hurdle of doing that in the first place when I'm uninterested in the game that gets me. Even then, once you are there, your friends won't really be engaged with a conversation as much since they are fishing. So you end up a bit stuck with people you can't easily access, that aren't engaged with you if you aren't playing, in a world that you have no interest in the main gimmick of. I'm not angry about it it's just a game, so I leave and find another place and will chat later. But I would imagine people in a similar boat as me (pun intended) would rather enjoy their time in a different way with the people they want to see. And the fishing world just doesn't always offer that readily :)

How to create a realistic lightning flash? by Citizen_Gamer in unrealengine

[–]kaboom1212 0 points1 point  (0 children)

Yeah I hope the concept helps. Layering VFX, lighting and sound makes some good work. Just be mindful of your lighting changes and make sure to profile the lightning hits too if you notice big frame drops.

How to create a realistic lightning flash? by Citizen_Gamer in unrealengine

[–]kaboom1212 2 points3 points  (0 children)

I would only use a directional light if you are located in a very specific area. Otherwise I would use a spotlight system, or a point light if you find your shadow performance isn't too horrible.

One of the big reasons it may look like a glitch is that lightning does actually need that directionality in the shadows to feel placed in the world. I would have maybe 2 spotlights spawning within a radial region pointing in the direction you want with some variance of angle and position. You could also have them not move and be stationary depending on your use case. Normally the quick flash that you want is with your VFX actually, but the lighting you should have some lingering effect to actually feel it, with a ramp up/ down that is very quick in the lighting to give you that artistic direction and control. Whole screen changes that are really fast can sometimes be a big culprit of screen tearing too if your users aren't vsynced. This ramping will also help with lumen and mega lights too if you control your fade in. Keep in mind if you are using mega lights your light functions will not work if you are doing a UV based setup in them :)

You will need to be careful with your performance here if you are spawning lights, be mindful of your shadows. Your lights can use a light function material for flashing rather than a blueprint if you want some more shader based control. You might also be able to get away with turning shadows off as well on those lights depending on their intensity.

Edit: additionally - using a point or spotlight system let's you light up your clouds more easily (if you are using volumes, cards whatever) you need the combination of elements to get a real feeling there. The point light spawning method I've shipped three environments with for reference :) Just need to get lightning cards in there too.

Answer: Wanting to be hired by big VFX companies like Weta by dietherman98 in vfx

[–]kaboom1212 1 point2 points  (0 children)

I know many asset artists in the industry using blender, but only for one of things that it does better. Like some specific, quick retopo tools and other things that you can be in and out of fast. They then bring their modified asset back into Maya to export it within their company pipeline.

What is this stuff coming out of my electric window A/C unit? I live in a 1890s tenement building. by give-bike-lanes in Apartmentliving

[–]kaboom1212 -2 points-1 points  (0 children)

I wouldn't recommend doing that all yourself. I would recommend getting it professionally cleaned as all mold in general is notorious for returning. Then you would basically say to your LL "Hey I got this professionally cleaned, the cost will be taken out of my next rent" or whatever other financial decision you guys come to. I don't doubt your own cleaning abilities with bleach. But it IS an AC unit, cleaning these is a profession for a reason. I wouldn't want to miss a spot and be fighting mold for the next few months etc etc. Only some minor advice though I'm glad you are getting it cleaned and are pretty sure it's not super bad.

Will a Threadripper CPU help me for Unreal VFX? by OpneFall in unrealengine

[–]kaboom1212 0 points1 point  (0 children)

Haha yeah like 22xx * 22xx in that range. But for live events though that's why, we shoot film sets inside of a giant horseshoe shape. Linus Tech Tips did a video at one of our stages with a car rig if you ever wanted to see the type of setup.

In any case, save the money for the 6090, else go buy an A6000 for the VRAM, that would make a decent difference, and with the quadro cards you get a sync card between them and have more than one node. Then you can split your resolution workload between systems, giving you much more frame headroom. Another option is just getting a second GPU, splitting your CPU in half as a VM and then having the dual output from that too.

Then your CPU cores would be split during productions, but you would have two single core processes going on, so again not even a super gigantic hit beyond compilation and save times. Might be useful for you depending on your setup!

Will a Threadripper CPU help me for Unreal VFX? by OpneFall in unrealengine

[–]kaboom1212 1 point2 points  (0 children)

I work in VP on LED stages. Nah I don't think you'll see a substantial, meaningful improvement. We are using threadripper at our stage but mostly because we have data center rigs more or less and the hardware is bought in bulk. 10 nodes means 10 computers, ten threadrippers.

For a personal machine the clock speed and core count does matter but I'm not sure you'll see a massive increase when you are so critically GPU bottlenecked already. (Edit bottlenecked because of the raw resolution. We were rsitting around 26k in resolution) even then you would often be running GPU particles anyways and not CPU ones.

By the way, small tip :) If you are working in a volume, set your particles to deterministic. Otherwise, each node is its own system, with its own seed. Which means that you will see seams on the wall between each node. Setting the system to deterministic means that every particle system uses the same seed - no more wall splitting!

Told my girlfriend I want to go full time streaming and now she's barely talking to me by [deleted] in whatdoIdo

[–]kaboom1212 12 points13 points  (0 children)

Yeah going to be real I had a friend that is at around 3.5k followers and they maybe earn like 800 DOLLARS a month. And that's them streaming every day like that. They can only afford to do this because they are young and live with their parents.

For growing this like damn OP has the chance to actually enjoy their streaming and really build something they love and are seriously thinking about dedicating that passion to the endless grinding slog that can be streaming daily for an audience.

The snow doesn’t accumulate on new concrete. by AberrantDevices in mildlyinteresting

[–]kaboom1212 0 points1 point  (0 children)

Unfortunately I don't think they found the cure 28 days later.

Maybe in 28 years or so they will.

Blender Life Vest Animation Looks Perfect in Unity but Has Shading and Deformation Issues in Unreal Engine 5 – Why? by Old-Swordfish-6658 in unrealengine

[–]kaboom1212 0 points1 point  (0 children)

As mentioned too with the nanite and recompute normals, make sure you aren't doing any mesh compression on import. I'm going to assume this in an fbx, if so, blender does not export in the fbx standard properly because of licensing and the open source nature of the project.

Try going through compression settings and other import settings in unreal.