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It is still very buggy and glitchy, but that might be due the nature off the software.
some things I got from my first impression:
- grabbing feels off with Index controller, you can't really hold on to body parts?
- easy option to make male head invisible would be a good Idea for VR
- a "pause" option by using a controller button would be very nice, so you don't have to pull out the menu and select pause there every time. the A and B buttons on both controllers do the same at the moment, so there is room for this
Thanks for listening! :)
really?? haha! Thanks :)
We can't disable steam VR room space floor / bounds, you have to do that yourself by googling how.
For haptic feedback, we could make that option remembered, so you just set it once and then it will remember for next time. I'll try to get that in as soon as possible.
Create scenes is pretty much covered by the vamX menu, but we are looking to create an easier way to create characters. Right now there are some things in the vamX menu for character creation, but it could be easier, and we'll try to make something.
Here's some character creation info with regards to what is currently in the game:
Creating Female Looks
Here are some awesome and simple ways to do what is currently simple to do. I'm going to assume you know what the Virt-a-Mate menu is, if you don't please first check the vamX help section USING THE VIRT-A-MATE MENU SYSTEM from https://sxvr.com/vamxuserguide/
1) If you can start by loading a look that has roughly the shape you want (breast size, curvy vs thin or muscular, etc.) you've taken care of the hard to change stuff.
2) Save your look by enabling Edit Mode in the Virt-a-Mate menu, then selecting the female by pressing Cycle Select person (icon of two people). From the default tab you can press Save Look... or from Appearance Presets type a name and save from there.
3) From this same Control & Physics 1 tab of the person, you can change her scale. If you make the scale much different than 0.9-1.2, many poses won't align properly. Poses align best at the standard scale, but still, this is a useful thing to change.
4) From this same person edit area you can load new skins from Skin Presets, but it's easier to use the vamX menu system by going to Female -> Customize -> Load Skin (or Random Skin). Load skin from this menu simply puts you in a folder with a bunch of skin choices.
5) Same goes for clothes (like 4, but loading clothing presets).
6) Same goes for hair (like 4, but loading hair).
7) Save again. There are a limited number of morphs that can be applied on top, by going to Female -> Fantasy Character Builder -> Then press the left arrow to go to the last pages where you can set a limited set of morphs.
8) For the "real deal" where you can edit anything, in the Person editing choose Female Morphs, then search for whatever morph names you might want, and change their values. You can "Fav" morphs that you like, and then later sort by Only Favorites. This way you can sort of build the scene that I'll build later, which is an easy way to change your favorite morphs.
Yeah I am starting to get a little embarrassed haha. I will stop posting stupid things until I finished all the tutorials :)
Here are some things that I wish were implemented:
1. Easier way to load community content from the VAM floating toolbar
2. More save slots, 7 is cool but not enough especially since loading community content takes so many steps. Also the ability to name save slots so I can tell them apart would be great
3. More sex animations! There are plenty, however, some really simple ones are not available like a simple doggy, press missionary, or simple backwards cowgirl, those are pretty standard
4. Someone should figure out how to animate characters undressing themselves rather than clothes disappearing
5. More scenes, meaning places/settings, and better integration of community scenes/places
6. A "Create a Place" mode where you can build a setting/place using preset assets, for example, start with a room white room with 4 walls, have the ability to replace a wall with an outdoor deck or a small room within it. Options to paint the room, different furniture to choose from not just beds. Community can upload assets as well for people.
Awesome job, can't wait for updates!
Advice:
1- Standardize and consolidate UI. Seriously, I have 2 different menus where much stuff is just... repeated? I can't even tell if something is working or not!
2- Create a standard set of scripts and plugins that are activated considered the "base" for playing in VR and Desktop, so we don't have to go through a hodgepodge of plugins we don't really understand and can just PLAY; stability and reliability should be the first impression, leading to the user delving into customization later. Don't force them into the deep end.
3- the control scheme (On Oculus Touch, at least) is confusing, convoluted and goes against the standards established by the VR developing community LONG ago. It feels like driving a car with a rudder.
Requests:
1- PERFORMANCE! How can it be that I gen near-constant reprojection on a 5950x, 32GB@3600MHz of RAM and a 3090? Even AMD cards have GPC capabilities! Offload that to the GPU! (Here is the PhysX plugin for Unity https://github.com/NVIDIAGameWorks/UnityPhysXPlugin ) This needs OPTIMIZATIONNNNN.
I understand that users will be users and the thought of optimizing a 39.7 Million tri mesh and 16K textures has never crossed their mind, but giving creators something like an optimization rating based on the asset size, complexity and type (mesh, texture, scene...) will help them wonders to realize nobody is gonna play it if they can't move it. It will also help users figure out their computer can't render 350 girls with advanced clothsim.
Heck, you can have the program log the fps before and after the asset is loaded and adjust the rating based on the settings the user has! "Hey, buddy! You sure you want this plugin on? IT's tanking your FPS by 73%, maybe your i3 can't cope with so many physics..."
There is SO MUCH that can be done to help performance it's insane.
2- Please... use a better file exploring system. No, seriously, it's crap. You have the HUB system, why can't I explore my installed assets like I do from the HUB? You can keep the current nightmare-fuel as a side-button to explore the files of the item, or whatever I may have manually installed!
This would also allow you to filter what you show the user; I should not need to see scene plugins if I'm trying to load a plugin into an atom. Hell, you could add an "APPLY TO" button on the plugin/asset page, since the item itself should be aware where to do so! And if not, show a list of applicable items in the scene; If I'm applying a piece of clothing, I should not be able to load it into the codespace of the scene! I should not be able to load a session plugin into an atom! I should not be able to load a lighting preset as a texture! >_<
It's basically me asking you to do Advice 1 AND FIX THE UI! (got angry just writing about it)
Conclussion:
This feels like a techdemo. Not even an early access. And no, I'm not talking EA's version where everything's polished; I'm talking about a buggy beta still being better polished. Heck, it's an engineering collaboration where people somehow managed to make it run but nobody decided to follow any ISO. It has tons of functionality. It has tons of potential... But unless you are engineer-minded... I honestly don't feel like doing logarythmic array math while I try to fap. Not kinkshaming, I just can't.