theMickey_

Engaged Member
Mar 19, 2020
2,248
2,938
Maybe deleting them will help a bit for loading times and could reset those 2 things
Not at all. Those two directories have nothing to do with "Missing dependencies". And VaM doesn't give a sh*t if you delete a *.VAR file but the preferences for that file are still there. Deleting those two directories will not improve your loading times.

I'll give you the same advice that I gave to the user above you: start slow. Personally I'd say 7k *.VAR files is way too many, there's no way you'll ever need all of them. Create a new, empty folder, copy the VaM_updater.exe to it and re-download a fresh copy of VaM. Select a single scene/look from your old installation that you want to keep and copy it to the new VaM installation. Check for missing dependencies, and install them as well (if there are too many dependencies for a single look/scene, I personally would dip that scene/look). Continue doing one by by one until you have all the scenes/looks/plugins etc. you really need. That's how you keep your VaM installation clean and organized, and don't mess up your loading times.
 
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Aijule

New Member
Jul 12, 2023
4
0
Hello everyone, I am looking for a Courteney Cox model. Does anyone know if it was created? thanks in advance
 

theMickey_

Engaged Member
Mar 19, 2020
2,248
2,938
why they ask me to redowloand a scene from that UI if I deleted it already?
Because another *.VAR has listed it as its dependency. If package A requires (as in "depends on") a skin from package B, and you extract just the skin and then delete package B, package A still requires package B unless you change the content of package A.

Open the in-game Package manager, click on "Missing Dependencies" to see what (still installed) *.VAR package is missing what package(s).

1694599984882.png
 

noostradamus

Newbie
Apr 3, 2019
63
51
i'll be honest, as long as i don't have to wait a full minute for my game to load, my installation with like 2.5k vars and over 200 missing deps stays dirty, cleaning it up sounds like a pain in the rear and a massive timesink. as i keep adding more stuff, i've noticed the game start time going up, but i'm not seeing any changes to the scene loading times. maybe i'm not at that threshold yet...
 

Sarmak_R

New Member
Apr 14, 2023
9
45
It's less about how many vars you have and more about how many morphs you have active.

Vars in general will increase load times, but morphs (even if they aren't preloaded) will decrease performance.

I definitely like having many vars to play with but I keep my morphs clean.
 

noostradamus

Newbie
Apr 3, 2019
63
51
It's less about how many vars you have and more about how many morphs you have active.

Vars in general will increase load times, but morphs (even if they aren't preloaded) will decrease performance.

I definitely like having many vars to play with but I keep my morphs clean.
what exactly would i have to do that would cause an overload of morphs? active morphs depend on the scene and animations, but can also be toggled on/off by loading appearance presets, right?
i'm going to guess plugins can activate their own morphs, as i recently noticed some more morphs appearing when tittymagic was active, but anything else?
 

theblackestguy

Active Member
Oct 29, 2020
590
483
guys I really need to learn how to speedup VAM loading. Its becoming unbearable.

Does the fastervam plugin got patched to work with the jayjay plugins? Last time I used it was incompatible. The assets that where loaded after the start was not recognized by the jayjay plugins.
 

dav.mminolta

New Member
Jun 7, 2020
8
5
VaM manages PC memory very poorly. When you open a somewhat "heavy" scene, even after having closed it for another scene, the computer slows down.

If you look in the current tasks on the PC, the hard drive is running at full capacity, and the only way to overcome that is to have a lot of memory and an SSD. 32 Gigas ram.
 

spartami

New Member
Mar 6, 2021
7
3
Do you have credible source for this statement?
Afaik the game is made in unity-engine, and they will start fining developers for every install. Google "unity developer fees" and look at some youtube content. Voila, hope you understand now. I may be wrong but if this retroactively affects developers like the ones for this game, they are fucked. Edit: and so are the enjoyers on here.
 

mixmox82

Engaged Member
Jan 19, 2022
2,658
2,725
Another company trying to inflate their value by "recurring revenue" scheme. Investors love that sh*t.

Unless there is mass exodus of developers and projects, they will do a Reddit, and steam ahead and squeeze their base for every nickle and dime.

By the sound of it, there might be other reasons not to use Unity in any newly planned project. If they continue bleeding money, the engine might not have any future anyway.
 

spartami

New Member
Mar 6, 2021
7
3
Another company trying to inflate their value by "recurring revenue" scheme. Investors love that sh*t.

Unless there is mass exodus of developers and projects, they will do a Reddit, and steam ahead and squeeze their base for every nickle and dime.

By the sound of it, there might be other reasons not to use Unity in any newly planned project. If they continue bleeding money, the engine might not have any future anyway.
Unity-CEO sold his shares of the company roughly a week before the anouncement. They know this is bad.
My guess is that a good chunk of the indie-dev-scene will just delete their projects and leave. Start somewhere else anew.
Mobile games will push more aggressive monetization-schemes.

As for VaM-Development, I am really curious what changes this will bring.

quote from meshedvr on the hub:
" We are way too deep into VaM2 to switch engines now. A change to UE would cost years in development time. This move by Unity is ridiculous and they are facing huge backlash already. If they keep moving forward they are going to face a lot of legal battles, and I would join in on that if necessary. I'm hugely disappointed in Unity and this is killing whatever positivity the Unity brand had left. If I was starting over, I would not choose Unity for the project. I think Unity is going to have to rollback on this proposed change to save face. I don't think it will ultimately affect VaM or VaM2 because I can't see how they can possibly roll this out in the face of such negativity, and I also don't see how they can technically pull off accurate install and revenue numbers without companies self reporting. VaM2 moves forward on Unity. The VaM2 addon kit is Unity based and highly tied to that. I'm not throwing away years of work to start over on another engine. "

I guess we'll see.
 

noostradamus

Newbie
Apr 3, 2019
63
51
lol it's news to me that they're even working on VaM 2, is there anything we know about it, or is it in a "secret phase" for now and we don't know a thing? why make VaM 2, do they feel 1 is complete, or is it the opposite, something in 1 is so badly broken beyond repair that they'd rather start from scratch?
 
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