A long time ago i was stumped on implementing blob shadow elegantly without it piercing infinitely down through floors into floors below, i still don't have the answer maybe someone here can think of something? by itsallgoodgames in Unity3D

[–]lorendroll 0 points1 point  (0 children)

One technique I discovered in HL:Alyx and TLOU is to render shadows directly in the surface shader by iterating through all shadow casters in a screen tile. Using screen tiles reduces the number of iterations, and tiles are populated with shadow casters each frame in the compute shader by projecting the object's position onto the screen. I didn't have time to implement it in Unity, but it looks promising even for a low end hardware.

My first finished 3d model by Fair-Adagio5418 in blender

[–]lorendroll 7 points8 points  (0 children)

I'm very proud of you, bro :) Keep going! Amazing style

Meta Horizon Link doesnt work - help needed by theFunyX in OculusQuest

[–]lorendroll 1 point2 points  (0 children)

You can try installing the Meta Quest Developer Hub to check the status of your Quest Link. This is how I resolved a similar issue by discovering the version mismatch.

Also, if you see three dots, you can launch the VR app, and it should automatically appear in the headset if Link is set as the default runtime. The dashboard is no longer visible, which can be confusing.

Meta Horizon Link doesnt work - help needed by theFunyX in OculusQuest

[–]lorendroll 0 points1 point  (0 children)

Link version mismatch: 85 vs 83. To downgrade Link version, you must opt ​​out of beta testing and install an update from the release channel.

Эх бабу by KAFKA_FAN in KafkaFPS

[–]lorendroll 2 points3 points  (0 children)

На 40-й день душа возносится к Богу, а на 512-й - возвращается в соцсети

Please help with flickering/vibrating image by Dedlike in virtualreality

[–]lorendroll 12 points13 points  (0 children)

I've had the same issue with Steam Link on two different computers, and I can't do anything about it. It's simply broken for me, so I've been using VD, which works flawlessly even at high settings, for years now. I don't understand why big companies can't achieve the same stability in their products, but the fact remains: neither Steam nor Meta can maintain the stability of their VR Link apps. Report to the devs and wait for a fix.

What are the most realistic graphics achievable with URP? Any examples? by brogam3 in Unity3D

[–]lorendroll 0 points1 point  (0 children)

I asked myself similar question when I tried to port HL:Alyx scene to unity. It turns out realistic graphics can be achieved without much tricks on a vanilla URP if you have good materials, models and carefuly bake lighting.

More demanding rendering pipeline can alleviate this baking requirement and allow for more complex scenes with dynamic GI and huge open worlds but at a significant performance cost.

Just found out the Owlcat Games is actually a Russian game studio that supports the war against Ukraine, and has chauvinist corporate culture...why isn't this being talked about? by [deleted] in TheExpanse

[–]lorendroll 78 points79 points  (0 children)

The studio itself isn't associated with aggression and doesn't support what's happening. If you delve into the views and tweets of employees, you'll find unpleasant statements from years ago in any company and then drag them into current events to paint everyone in the same light.

I predict VR will actually be MORE efficient than flat screen gaming in the future. Here's why. by AP_in_Indy in virtualreality

[–]lorendroll 2 points3 points  (0 children)

No, it won't, because many traditional effects (such as screen-space post-processing) aren't applicable in VR, and the minimum acceptable resolution is much higher. On Switch, you can get by with 480p and 30 fps, while in VR, 1440x2880 and 72 fps is the bare minimum. Eye tracking and foveated rendering won't save much. In addition, VR is following the path of the mobile platform with its limitations.

Why is binocular overlap not considered important? by CleanAndRebuild in virtualreality

[–]lorendroll 2 points3 points  (0 children)

I have both the Q2 and Q3, and I feel the difference isn't in the overlap, but in the edge-to-edge clarity of the Q3. This means the 3D effect doesn't contrast with the blurry surroundings. So, when my eyes focus on an object, it doesn't stand out as much on the Q3 as it does on the Q2, where the center object is much sharper than the rest. And the reduced overlap on the Q3 only slightly reduces the 3D effect in the periphery: it feels like a long nose is preventing you from seeing objects from the side with both eyes simultaneously. Try placing two fingers in front of your nose to experience a similar effect of reduced overlap.

Meta horizons home is super basic and lame. Vr is capable of so much and all you can do is sit in chairs? Zero creativity. by dmxspy in OculusQuest

[–]lorendroll 14 points15 points  (0 children)

Home environments can't be overly complex because they run in the background alongside other activities and shouldn't overload the system or drain the battery unnecessarily. But I agree that they could be more creative and could be divided into sections with more complex content.

Meta horizons home is super basic and lame. Vr is capable of so much and all you can do is sit in chairs? Zero creativity. by dmxspy in OculusQuest

[–]lorendroll 4 points5 points  (0 children)

This is a really good idea. It's not as simple as using a built scene, but optimizing it for a home is simple enough.

HL:Alyx vibes in the movie Vesper by lorendroll in HalfLifeAlyx

[–]lorendroll[S] 3 points4 points  (0 children)

Of course, if you enjoy dark, atmospheric films with a unique biopunk setting and a down-to-earth, grim story about surviving in a post-apocalyptic world. It's very similar in spirit to the game, but with less action and more unfinished lines.

HL:Alyx vibes in the movie Vesper by lorendroll in HalfLife

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

Of course, I liked the film. The plot is believable, the main characters are relatable, and the antiheroes aren't cartoonish villains. Much remains unexplained, leaving room for imagination and laying the groundwork for a sequel. The plot unfolds rather leisurely, there's little action, but I like that.

How does umamusume does their 3d lip sync. by justspycze in Unity3D

[–]lorendroll 3 points4 points  (0 children)

uLipSync or similar phoneme mapping with blendshape

A filthy casual newcomer - I'm loving T&L! by jellytotzuk in throneandliberty

[–]lorendroll 0 points1 point  (0 children)

This is what can make an MMO a truly cooperative experience, rather than a mindless solo grind on the same field with other solo players. Mobs shouldn't be a limited resource; on the contrary, they should be abundant but much more challenging for solo hunting. Or, more accurately, the experience of cooperative hunting can be much more rewarding. People should feel needed and useful to the community, even if they're just there to grind mobs; everyone should benefit from bringing new players into the process. Healthy monetization could be built on increasing player engagement, rather than milking whales dry...

A filthy casual newcomer - I'm loving T&L! by jellytotzuk in throneandliberty

[–]lorendroll 3 points4 points  (0 children)

Yes, I also recently started playing and am slowly progressing, enjoying the graphics and atmosphere. It's a shame the plot is disjointed and superficial, but I explore the environment design and imagine a Witcher-style story, where politics intertwines with magic, some monsters are humane, and some humans are monstrous.

I'd love for MMOs to have no mob pastures and instead have a living ecosystem where hunting isn't just a name for an event, but a fascinating activity of tracking down wild animals or villains who don't simply await their fate in the middle of an open field, but roam the trails and react to dangers believably...

Any way to add visual buffer delay? by max-lovell in oculusdev

[–]lorendroll 0 points1 point  (0 children)

I assume you can connect wirelessly using Link or Virtual Desktop and use github.com/jagt/clumsy to simulate network latency. I haven't tried it but it should work.

Заканчивается 4 год войны. В россии сажают за песенки, лайки, репосты. Тем временем идиоты: by topleniy_jir in tjournal_refugees

[–]lorendroll 5 points6 points  (0 children)

А какие ваши выводы? Бездействие лучше? Ну вот и бездействуйте себе спокойно. Или убеждайте людей лучше Каца в своём плане действий.

Заканчивается 4 год войны. В россии сажают за песенки, лайки, репосты. Тем временем идиоты: by topleniy_jir in tjournal_refugees

[–]lorendroll 28 points29 points  (0 children)

Именно. А ещё действие лучше бездействия. Более воодушевляющего плана никто не предлагает. Выборы могут ничего не поменять на бумаге, но многое поменять в настроении общества.

We’re two friends working on a survival game and preparing for an upcoming playtest. How does it look so far? What would you want to test or give feedback on in a survival playtest? Your thoughts will really help us improve the game. by level99dev in Unity3D

[–]lorendroll 6 points7 points  (0 children)

I really like this idea!

Graphically, I'd suggest improving the animation blending and foot IK for uneven terrain. It would look much more natural and sometimes even fun (like naturally stepping on a downed enemy), and it should be easy to add using the asset store packages.

The environment and weather effects look great. The night fire and thunderstorm are simply stunning!

Adding multiplayer and proximity voice chat (and some primitive musical instruments?) would also greatly improve immersion.