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Update!

🕑 Added 2022-06-05 19:23:50 +0000 UTC
Update!

Comments

Furotic

I'm sorry if the game isn't running well for you, but I will be releasing an update in another day or two which should improve performance significantly, and another update will be coming later which will allow you to hide all the avatars but the one or two you select, and my testing has indicated that both of those together will bring the game from the 20-30fps range to over 100fps, on my PC at least. On your PC, what this means is a 3-5x performance improvement over whatever fps you were getting, hopefully. It's also not really fair to compare a game made in Unity by one guy to a game written in a custom engine made by a studio with hundreds of employees who have the time to optimize every single thing to death. I've done everything I can realistically do with this next build to improve performance. Objects not visible are culled, and I've changed up the method of rendering shadows to one which is more performant. I spent a month on these upgrades because people have been complaining about the performance, and I hope they're sufficient. As for a desktop build, I don't have any plans for that at the moment, because it would take a huge amount of time to implement. With VR, you can just pick up a dildo and use it on a character. With desktop, it's not that simple. You can't easily rotate your hand into the correct orientation, or thrust it back and forth. I'm sure you can imagine doing these things is easy with a mouse, but believe me I've played VRChat on desktop a few times to test my worlds and even picking up a magazine and reading it with keyboard and mouse is a nightmare. Unless a game is designed from the ground up to be played on a desktop by including say, custom animations of you picking up the dildo and inserting it when you click it and then switching to a mode where back and forth movement of the mouse thrusts it, then the user experience isn't going to be very good. But setting that stuff up basically means creating a whole seperate game with different interactions. At the very least it requires additional menus, and additional animations, which I simply don't have time to create right now. If the game were doing better on Patreon then I could potentially afford to hire help to implement stuff like that in the future. But for now it's not realistic. I need to focus on getting more adult content into the game to attract more Patreons. And then I can think about adding desktop support at some point down the line.

Xander

I would greatly appreciate a desktop build of this game because I feel as though I wasted $5 on an hour of pain and nausea. I do not have motion sickness and I have an oculus quest, I also have an incredible ACER laptop that runs GTAV like a dream but this game was a laggy mess for me and only caused problems and made me feel sick like never before. I could only walk less than a foot before I had to wait 5 minutes for it to load and then take 1 more step. I even closed ALL other programs and it did not help, the only thing that helped was closing the game. I thought it might have been a one time thing so I booted up a different vr game with MUCH more detail and it ran perfectly fine. Idk what is wrong with this game but I regret the $5.

Furotic

A slider for changing your size was the first thing I tried, but it didn't work well. It was difficult to map such a large range to short slider and allow for fine adjustments, and when you slid it, if you were growing or shrinking at the same time, it was glitchy and difficult to control so you'd end up zooming to max or minimum size inavdertently. Changing your size on release would have solved the glitching but then you wouldn't easily be able to tell how large or small you'd become. I suppose I could show the size multiplier below it in numerical form, but you still wouldn't really have finer control mapping such a large range to a slider. As for the pool, I think you'll find you can escape by teleporting onto the bear's tummy. And I'm aware that the colliders leave something to be desired, but collisions with moving objects are always going to be glitchy. I will continue to try to find the sweet spot, but game development is often about tradeoffs. We don't yet have a perfect physics solution which works in all scenarios., and the size changing stuff is adding another huge wrinkle to that. Though perhaps if I were to up the number of physics solver steps, it would help a bit? At the cost of some performance of course. I'll have to look into that and see if it improves things and at what price.

PainCakes

Some issues I have noticed, once you enter the pool there is no way out. Teleportation no longer functions properly. Once you are in your stuck, lol. Speaking of the pool, Our lady bear friend is difficult to maneuver around regardless of your size. If you are small teleportation around her stops working. If you are big the screen keeps resetting you to alternate positions if you try to get near. The overall collision physics around this particular area and character seem to have issues. Speaking of sizing! I genuinely believe it would be much better to have a size slider than a set standard in the future. Cant wait to see more updates and whats next!


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