4.70 star(s) 17 Votes

Sparowe

Member
Dec 19, 2017
271
222
This question is for anybody who else who's also downloaded the same pack or might have knowledge of VAM file structure.

I recently downloaded Patreon Paywall Torrent from another VAM thread here on the site and I was wondering where I put everything? I know where to put the .var files and some other file types but what about all the preview photos that were included?
 

args48

Newbie
Jun 12, 2020
63
176
I've spent thousands of hours with VAM... but let's face it... This game is impossible to organize...

Around half of .VARs are packaged improperly. They have files in the wrong directories. Many include dupe files instead of linking to the original .VAR files. Many include script files when they should instead be linking to the exact version of the official plugin VAR they used. The dependency system is also broken, you end up with hundreds of VARs you don't actually need because the game will flag random unneeded VARs as dependencies whenever someone builds a VAR. Then it just spirals from there. I had 1 VAR claim it needed ~30 VARs, then those ~30 VARs needed ~100 VARs, then those ~100 VARs needed another ~100 VARs. It never ended. Actually loading the scene and checking for errors, it only needed 6 VARs. The flawed VAR system also results in thousands of duplicates, which after you get around ~2000 VARs VAM begins to slow down signicantly. With 5,000 VARs, I actually run out of RAM with 64GB regularly and it's extremely slow.

The alternative is to just treat VARs as compressed files, extract them using 7zip and manually put them into your VAM install as loose files. This signicantly reduces RAM and CPU usages, and gets rid of 99% of duplicates. But it has a major draw back. Every scene and preset (every .json file) will have file path errors and must be fixed. This is a tedious task that can be done in bulk with Notepad++ and editing .json files directly, but it's a LOT of work. You also manually have to create subfolders for anything with scripts (basically most scenes) otherwise you start overwriting scripts with different versions which causes issues (again, because those VARs were improperly built to begin with). At least, I haven't found a better way to handle loose script files.

Overall, there's no winning. Either you deal with the extremely messy VAR system that gives you no control, or you go loose files and deal with having to fix file paths on everything you download and have. Which can take days of work if you have lots of content.

I really hope VAM 2.0 is better.

This question is for anybody who else who's also downloaded the same pack or might have knowledge of VAM file structure.

I recently downloaded Patreon Paywall Torrent from another VAM thread here on the site and I was wondering where I put everything? I know where to put the .var files and some other file types but what about all the preview photos that were included?
You do nothing with them. They are only there so you can preview what's included in a VAR. You aren't suppose to just install all VARs off that torrent, it'll make your game incredibly slow and unstable.
 
Last edited:

Sparowe

Member
Dec 19, 2017
271
222
So let's face it. This game is impossible to organize...

Around half of .VARs are packaged improperly. They have files in the wrong directories. Many include dupe files instead of linking to the original .VAR files. Many include script files when they should instead be linking to the exact version of the official plugin VAR they used. The dependency system is also broken, you end up with hundreds of VARs you don't actually need because the game will flag random unneeded VARs as dependencies whenever someone builds a VAR. Then it just spirals from there. I had 1 VAR claim it needed ~30 VARs, then those ~30 VARs needed ~100 VARs, then those ~100 VARs needed another ~100 VARs. It never ended. Actually loading the scene and checking for errors, it only needed 6 VARs. The flawed VAR system results in thousands of duplicates, which after you get around ~2000 VARs VAM begins to slow down signicantly. With 5,000 VARs, I actually run out of RAM with 64GB regularly and it's extremely slow.

The alternative is to just treat VARs as compressed files, extract them using 7zip and manually put them into your VAM install as loose files. This signicantly reduces RAM and CPU usages, and gets rid of 99% of duplicates. But it has a major draw back. Every scene and preset (every .json file) will have file path errors and must be fixed. This is a tedious task that can be done in bulk with Notepad++ and editing .json files directly, but it's a LOT of work. You also manually have to create subfolders for anything with scripts (basically most scenes) otherwise you start overwriting scripts with different versions which causes issues. At least, I haven't found a better way to handle loose script files.

Overall, there's no winning. Either you deal with the extremely messy VAR system, or you go loose files and deal with having to fix file paths on everything you download and have. Which can take days of work if you have lots of content.

I really hope VAM 2.0 is better.



You do nothing with them. They are only there so you can preview what's included in a VAR. You aren't suppose to just install all VARs off that torrent, it'll make your game incredibly slow and unstable.
THanks for the reply! I was just realizing that the included pictures aren't needed lol. At first I thought they were used for thumbnails in the browser itself.

Also I didn't DL all of the torrent haha. Just some selected folders from a few artists along with what dependencies I found that I needed for stuff I already downloaded.
 

Schulth

Member
Dec 22, 2021
234
163
This question is for anybody who else who's also downloaded the same pack or might have knowledge of VAM file structure.

I recently downloaded Patreon Paywall Torrent from another VAM thread here on the site and I was wondering where I put everything? I know where to put the .var files and some other file types but what about all the preview photos that were included?
I might not be 100% correct but the preview photos are just that, photos to show you what the .var file is. If you put the .vars in the right place they will have their own thumbnails within VAM.
 
Last edited:

Krosos

Engaged Member
Dec 1, 2018
2,169
2,080
I've spent thousands of hours with VAM... but let's face it... This game is impossible to organize...

Around half of .VARs are packaged improperly. They have files in the wrong directories. Many include dupe files instead of linking to the original .VAR files. Many include script files when they should instead be linking to the exact version of the official plugin VAR they used. The dependency system is also broken, you end up with hundreds of VARs you don't actually need because the game will flag random unneeded VARs as dependencies whenever someone builds a VAR. Then it just spirals from there. I had 1 VAR claim it needed ~30 VARs, then those ~30 VARs needed ~100 VARs, then those ~100 VARs needed another ~100 VARs. It never ended. Actually loading the scene and checking for errors, it only needed 6 VARs. The flawed VAR system also results in thousands of duplicates, which after you get around ~2000 VARs VAM begins to slow down signicantly. With 5,000 VARs, I actually run out of RAM with 64GB regularly and it's extremely slow.

The alternative is to just treat VARs as compressed files, extract them using 7zip and manually put them into your VAM install as loose files. This signicantly reduces RAM and CPU usages, and gets rid of 99% of duplicates. But it has a major draw back. Every scene and preset (every .json file) will have file path errors and must be fixed. This is a tedious task that can be done in bulk with Notepad++ and editing .json files directly, but it's a LOT of work. You also manually have to create subfolders for anything with scripts (basically most scenes) otherwise you start overwriting scripts with different versions which causes issues (again, because those VARs were improperly built to begin with). At least, I haven't found a better way to handle loose script files.

Overall, there's no winning. Either you deal with the extremely messy VAR system that gives you no control, or you go loose files and deal with having to fix file paths on everything you download and have. Which can take days of work if you have lots of content.

I really hope VAM 2.0 is better.



You do nothing with them. They are only there so you can preview what's included in a VAR. You aren't suppose to just install all VARs off that torrent, it'll make your game incredibly slow and unstable.
That's the other Major problem currently apart from just the Soft Body Threading Memory runs out fast on the decompression and caching side you never really know when it's going to crash if you iterate to much as the GC is currently very suboptimal.

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I still can run this 2 char Simulation scene for now with almost 10K scenes pressuring from Var overhead on the Memory Side which Physicaly is 16 GB at a virtual 33 GB Limit at pretty decent lod results.

I will measure the overall overhead next reducing that VAR pressure to minimum, required just for that scene.

Overall to much scenes are nonsense as you said we have an enourmous problem now with unnecessary content dupes

and also if you look at the asset base we have so many base assets now you can mix and match them in a lot of ways you don't need really a new one created for the same usage purpose (time invested on the modeling side) it's nonsense.

This goes especially for cloth meshes, we dont need millions of the same low complexity panties approach ;)

More complex cloth Simulation results we can surely argue about.
 
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args48

Newbie
Jun 12, 2020
63
176
Even with 64GB of RAM, crashing due to out of ram still happens after a few dozen complex scenes. I found I can make a huge page file (Another 64GB or so) on a ultra fast M2 drive and it will mostly solve it (unless I load like 100 complex scenes without restarting), however it literally tears apart that M2 drive with writes. Not ideal solution but better than a random crash while your working on something.

I hope the wait for 2.0 will be worth it.
 
Last edited:

Isowiha

Newbie
Dec 29, 2021
41
14
Scaling issue most probably somewhere in the Windows 10 Driver stack, try to start with the VAM (Config).bat select another resolution.

See if you can reach the input fields with the TAB key, also update as fast as possible to the newest version.

Also be careful with MacGrubers Postmagic it can cause a lot of Strange UI Render issues it's very unstable in terms of UI Rendering and it's own state management, it can go as far you losing the whole Main UI and never find it again until restart this happens often when destroying Postmagic while it's running and leaving it disabled you will have to enable it to get the correct Main UI state once it was active it's not really correctly destroying itself completely without restart.

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OMG! i have like +1000 :D
 

Krosos

Engaged Member
Dec 1, 2018
2,169
2,080
Even with 64GB of RAM, crashing due to out of ram still happens after a few dozen complex scenes. I found I can make a huge page file (Another 64GB or so) on a ultra fast M2 drive and it will mostly solve it (unless I load like 100 complex scenes without restarting), however it literally tears apart that M2 drive with writes. Not ideal solution but better than a random crash while your working on something.

I hope the wait for 2.0 will be worth it.
Yeah the GC is a real Pain and memory leaks can happen virtually everywhere also the Streaming is really outdated even in Unitys own Engine terms.
But if you take the fact that everything was buildup with a Unity state far from where we are now it's impressive.
In it's overall Simulation complexity their is nothing even yet comparable on the Unreal side, really most Unreal approaches do not have this overall complexity in a functioning way only very few even a bit comparable.
And if you compare how much limits we face here on the Engine side compared to what Unreal could do we are still not beaten as a whole community by anyone ;)

We have a pretty decent functioning MetaHumans in Realtime and this with heavy blendshape limits :) with extreme complex Simulation that runs on 1 CPU/GPU but far from Multicore efficient.

VAM 2.0 will higher the whole Simulation complexity even further

VAM 1.0 pretty much brought Unity at that time to it's full limits and above ;)

You can try several things to keep 1.x more stable one of it is try to unload everything from the current running scene by loading a blank one first before loading another.

The problems are often also inefficiency of the plugins which not get correctly destroyed and leak out.

Always try to keep the Plugin usage to a minimum.


And stability test once in a while with a Stability Benchmark not a Performance Benchmark ;)

Be sure to have always enough space free for the VAM cache

Try to avoid using the VAM Hub while running a scene

Use a External VAR Manager to pre prepare VAM for what you need before execution allways try to reduce .var overhead as much as possible.
 
Last edited:

Bob_Oblong

Member
Nov 28, 2020
184
1,255
What does Krosos go by on various VAM discords?

Newbies if you haven't joined the NO-OC discord its really good showcase on creators that dont do mainstream.
I'm suprised the Krosos isn't posting their stuff there, because this is a pirate forum and they dont share anything but screenshots.

 
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Fragginz

Newbie
Nov 10, 2018
21
102
Hope you've all been well, been away from the scene since the based original thread got shut down... Can someone throw me an invite to this BC site/discord or whatever it is? Throwing myself back into this game, so I'll dump any original/broken link Paywall f*g stuff I have on BC; also getting back into creating assets, so I'll dual-post it on there and a few of the Discords.
 

Azriel Satan

Member
Jul 27, 2017
379
1,079
So a question for you guys who have VR. Is VR actually worth it? Whats it like with this game. I will at some point be looking into VR (maybe when occulus 3 drops?) and wondered if its a game changer vs desktop mode.
As someone who got the Vive and Index both at their original release and has a full body tracking setup, its alright. There are very few good VR games and most of the adult offerings boil down to being a 3D and/or 180°/360° video. The games that actually have proper interactions involve so much time finicking with anatomically correct dolls that I'm not sure how anyone gets off to them.
 

Schulth

Member
Dec 22, 2021
234
163
As someone who got the Vive and Index both at their original release and has a full body tracking setup, its alright. There are very few good VR games and most of the adult offerings boil down to being a 3D and/or 180°/360° video. The games that actually have proper interactions involve so much time finicking with anatomically correct dolls that I'm not sure how anyone gets off to them.
Thanks man this is the type of feedback I was looking for. Sure people may say it looks great etc but knowing how fiddly it is to get right is important. This goes to show that my assumption of plug and play is pretty off the mark....
 

Azriel Satan

Member
Jul 27, 2017
379
1,079
Thanks man this is the type of feedback I was looking for. Sure people may say it looks great etc but knowing how fiddly it is to get right is important. This goes to show that my assumption of plug and play is pretty off the mark....
I mean, there are good games; it's just that if you don't like beat saber and beat saber clones or VR chat, your probably not going to get long-term use. There are more good games like Boneworks and Half-Life, but those only give 6-10 hours each, and while both are amazing experiences, you probably won't play them again (though Alyx is getting lots of good custom campaigns so playtime may vary). Most single-player content is just ports of existing games or almost entirely narrative/puzzle-based.
A few other good games would be Until You Fall, Blade and sorcery, and Gorn, plus plenty of multiplayer games like onward and Pavlov if your into that.
There are at least ten games I can say are good, and everyone who loves video games should at least try, but the $300 (with Facebook spying on you and able to remotely disable the headset) to $600 (Microsoft) or $1K (Index/Vive) price of entry plus game cost puts a damper on it. My recommendation would be to wait until we get more actual games (though with quest focusing on Mobile tier garbage and Meta tainting the public perception of VR, its hard to say if we won't see something akin to the video game crash of 1983)
 
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TurkeyDinner

New Member
Jan 28, 2018
4
2
Anyone have a working link for the torrent? All of them are dead for me, the only one that works only works until it begins the DL and leads to dead link.
 

Trent Randy

Member
May 3, 2021
369
243
The games that actually have proper interactions involve so much time finicking with anatomically correct dolls that I'm not sure how anyone gets off to them.
I get my scenes ready on the PC before I jump onto the VR set. that way I can just load in and start fapping away. about the only thing that takes away from it is loading times, but I usually have porn in the background
 
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4.70 star(s) 17 Votes