Unity True Facials [v0.53a Pro] [HenryTaiwan]

3.70 star(s) 51 Votes

Dark_Templar

Member
Aug 16, 2017
325
860
Ask and ye shall receive, for I come bearing gifts.

THE PRO VERSION:
Mega

Friend gave me money that they owed me. Decided to follow through.
Sharing twice in one day, dude your an absolute F95 legend. If there was like an F95 hall of fame you would now be among it's members.

Thanks once again.
 

fstsu

New Member
Jan 30, 2020
2
2
This game's quality is very good , havn't even seen those freedom pose tech and realistic private part in other hgames , especially it has my fav character , even for a pirate often guy like me decided to support the author with some bucks ,hoping he won't disappointed with us too much.
 

Krosos

Engaged Member
Dec 1, 2018
2,169
2,089
This game's quality is very good , havn't even seen those freedom pose tech and realistic private part in other hgames , especially it has my fav character , even for a pirate often guy like me decided to support the author with some bucks ,hoping he won't disappointed with us too much.
Devs who do such complex work are rare on Unity it's way different then Unreal "easyness" ;)
And Devs who keeping so much Params in their Simulation Work into account that can even partly show how much Illusion is losing it's track in their Simulation Complexity and even 1 Dev is starting to beat them in one of the most important Simulation complexity parts witch even runs on a 1 CPU/1 GPU average user System even more rare.

I can only compare his work with VAM it is partly even a bit more complex far away from the whole complexity but in that part he concentrates on no one beats him for now.

This overall System he worked out is impressive and it can not only be used on these more Artificial Characters
 
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JhonLui

Active Member
Jan 13, 2020
879
821
It's still pretty heavy, runs around 20fps, and overcolcking gives my toaster only 10% more, yet you can't notice any lag, it runs smooth.
but man... it's the closest thing to an sfm video I've seen
Henry really knows what he's doing.
 

Krosos

Engaged Member
Dec 1, 2018
2,169
2,089
Say that 20 FPS to one of the Daz I-ray Renderer user here with their VN Stand Picture results and his Mouth will fall down ;)
Even at 10 FPS it is more efficient.

And yeah that no lag smooth that's some really interesting way Unity handles rendering and it's overall stability when things become more complex, it almost never drops a frame.

You see a lot of the Mobile optimizations playing into this and it's domination of Mobile Efficiency Rendering space
 
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Ellano7

Newbie
Sep 22, 2018
79
36
Is there a way to reduce the resolution and not play it in full screen? Maybe that boosts the fps cause it's pretty much unplayable for me.
 

Krosos

Engaged Member
Dec 1, 2018
2,169
2,089
try the keyboard shortcut performance presets


1= High
2= Medium
3= Low

by default it's native on 1

the Highest Scale factor is resolution and details

It affects especially the Hair Quality and so Final Motion Stability Perception of it

For Most Anime/Hentai users (observers) Details and complexity are often less important a Artificial Doll has very few that need to be displayed perceptionaly and do not much play overall into the Cuteness Perception of such lower complexity characters (behaviour is a much more important factor) though these characters use Human Data ontop so to be more Human Like a Detail lose can be disturbing even then depending also highly on the light situation.
 
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Krosos

Engaged Member
Dec 1, 2018
2,169
2,089
It's a bit crazy deformation stability improves when running it in a Sandbox and it wont crash as well, less clipping issues.
hmm could be also Nvidia Driver related maybe something on the Shader compiler and Caching side im not sure.

For sure a very strange acting thing most probably due to it's overall complexity you not often experience this strange behaviour way unless things become real complex.

it could be also that it is very 3rd party process latency sensitive and the more runs and hits the CPU the more unstable result becomes not untypical behaviour for complex non deterministic physic simulations of that range.

You have such problems also often when physics and rendering running out of exact sync, only very small system problems (fluctuations) can cause pretty strange behaviour.

So overall it seems results can be even more stable then i initially thought with much less errors depending on the system stability at a given moment in time.

Certainly one of the most complex things with VAM together on here on the Physics side of things

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I guess we really have to wait very long to see this outside of pre setup animations in Unreal results, interactively running on user input.

The First results of Henry where like ok nice but outdated overall results but this now is partly getting pretty crazy under Unity

Moving it into a very much more complex dynamic light environment would be very very interesting, tough we surely slowly would leave 1 GPU/1 CPU space.

Man seeing how he works with these chars even would make you think he knows them inside out from somewhere ;)

And he is certainly not just your Average Artist, his skills are enormous understanding all this and combining it this way together.

And you could highly guess some of us Played a Game he worked on and i don't mean True Facials ;)
 
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3.70 star(s) 51 Votes