Replying to @6vmetamon
Ah! I know what you mean... You need to use "Mirror reflection" layer instead of "local player" in your light source, otherwise the head will not cast any shadows.
Replying to @6vmetamon
Your avatar shader must support VRC Light Volumes 3. So maybe you didn't update your avatar shader?
RED_SIM retweeted
updated my feather/fur shader to support Light Volumes 3.0 and added dithered transparency
jinxxy.com/normalizedcrow/Fe…
normalizedcrow.gumroad.com/l…
One interesting thing about Light Volumes is that they can be updated at runtime, allowing for baked lighting toggles!
Here, I have two switches controlling two Light Volumes, plus an additional one for the light shining through the window.
Everything is baked.
#VRChat
Today is the last day of the VRC Light Volumes 3 celebration sale. All my assets are sitll 40% OFF today, so hurry up: redsim.booth.pm
jinxxy.com/red_sim
patreon.com/red_sim
Replying to @wunderwulfe
Yes, you have to. All the old features will work, but to have shadows, clustering and some other new features, you have to update if it's possible
It took me 4+ months of full-time work. If you like it, you can support VRCLV’s development on Patreon or check out my other assets on Booth!
To celebrate the release, all my assets are 40% OFF this week: redsim.booth.pm
jinxxy.com/red_sim
patreon.com/red_sim
No, bitrate is more than enough. The reason is that overlays do not use global supersampling resolution, so what you see in your headset is an upscaled image. However, there is a hack to force higher overlays resolution editing steamvr.vrsettings file.
It's still not fully fixed! Only partially, so just wait for the future updates! However, overlays blurness is a separate problem.
Replying to @curigenic
Partially. What I can say, if you want a sharp image, you have to use at least 250% supersampling. Because this amount will give you roughly 100% pixel density with almost no blur at the center. It happens because of the lens undistortion.
Replying to @HardwareSteam
I know, I managed to contact the right person. But the fix is not fully there. It's just one of the few issues, and the most noticeable bug will probably be fixed soon in one of the next updates!
Replying to @XiexeVR
It is a problem. As I tested, Steam Frame requires global supersampling of ~260% to render the central part of the visible image with a resolution that is close to "native" screen res. And it's because of the lens undistortion process. So you need to render image in ~3480x3480




