To put this into perspective, the typical content creator is lucky to maintain 500-800 patreons a month. Graphtreon website that tracks patreon by graphs that miniscule amount is nothing to him. At 8 euro subs the man is pulling in a consistent 13,000 - 13,600 supporters supplying him with a cool 105,000 monthly income. People pirating his software doesn't impact his lifestyle either. If 2000 people left I doubt would have any impact. VAM remains basic functionability and ugly GUI that it had 2 years ago. In essence it's the same practice ZHFX was pulling. Update here, few updates here. Difference the two have going on MeshedVR has honorable actions within the community and not plaguing his product with anti-piracy hurdles. View attachment 1468539
This chart is exactly why he hasn't released VaM 2. He's watching it slowly go downhill. If it starts tanking, time to release VaM 2 and start it all over again. If 2,000 people stopped today, we would have VaM 2 in a few days. Guarantee it
Yes but in which Development state, lot of code needs to be adapted to a complete new environment all the ideas ported and they are maybe 2 doing this entire codebase transfer and Unity adaption without even having access to Unitys Main code but working only on top of it ?
It took him 3 years to fully Develop VAM into a useable state bringing everything together before releasing anything.
VAM is also a idea of a big illusion in VR that worked it is a very interesting combined project it was very unique before Unity themselves progressed in their own Research Efforts.
And the current VAM will stay unique as it doesn't go entirely the same way as everyone else does, the entire look and feel will be very different.
And this if you not do it perfect can brake the illusion entirely not to speak about Compute Resources.
Yes but in which Development state, lot of code needs to be adapted to a complete new environment all the ideas ported and they are maybe 2 doing this entire codebase transfer and Unity adaption without even having access to Unitys Main code but working only on top of it ?
It took him 3 years to fully Develop VAM into a useable state bringing everything together before releasing anything.
VAM is also a idea of a big illusion in VR that worked it is a very interesting combined project it was very unique before Unity themselves progressed in their own Research Efforts.
And the current VAM will stay unique as it doesn't go entirely the same way as everyone else does.
The fact that he even used Unity a second time shows what a retard he is. Of all the major game engines out there, it is absolutely the worst. Unreal Engine isn't even that good by todays standards, and it blows the walls off Unity in every front. It's had full nVidia Physx GPU support for nearly 20 years, too. I'd love to see a VaM like game run on ID Tech. Unity feels like it was developed open source by mostly a bunch of under experienced and over exuberated college kids and just stitched together with good intent. It's trash. They've tried and tried just adding onto what they already had instead of starting completely fresh again like all the other more advanced game engines have. For what he has been making the past 2 years of VaM development, he should have been able to hire a dozen people to write a new proprietary in-house game engine just for VaM. But he spent the money on prostitutes instead
it was done by .NET nerds i agree it just recently even got prepared to a data driven approach the complexity of VAM already crashed it down and brought the older core to it's absolute limits.
Still it showcased todo some parts way better then Unreal and yeah Unreal outside of the realy interesting Internal Studio Branches is total garbage.
Still a very talented community did some crazy prototyping work on this .Net base of a very complex thing munching several things very uniquely together.
And still it holds up really nicely, most of these Unreal projects are already start failing the 1 GPU premise.
it was done by .NET nerds i agree it just recently even got prepared to a data driven approach the complexity of VAM already crashed it down and brought the older core to it's absolute limits.
VaM is not complex. You need physics, rendering, 3d modeling/skinning/boning, and animating. My CPU should be at like 50% max and GPU should be around 80% usually. I play much more complex games in VR with all details maxed. Dozens of unique models running around at 80 FPS (refresh rate of VR goggles). MeshedVR was just a virgin pervert who wanted to jerk it in VR and barely managed to make something work using a shitty game engine. Every decision he makes is wrong, from VACs to VARs to lack of GPU bound physics. And ALL of those decisions were based on what was easiest and quickest for him. He's lazy. He'll milk you all for your $8 a month for as long as he can, then he's going to end up bankrupt. He's never even bothered to copyright anything, because he doesn't know how, and neither do all the hookers he has pegging him all day all night. I'm surprised DaZ hasn't sued him yet
DaZ hardly ever sues as long as you promoting their ecosystem you are fine, as soon as you get into their way you dead.
Though most of Hollywood said goodbye (easier to clone)
Sooner or later DAZ will be gone (part of Nvidia)
Overall DAZ retransformed under Morph3D into Tafi as the Mother of all (Lets do Cute and Funny Cartons for the masses based on our tech) *urrrgs*
Though with ongoing Machine Learning their tech will be history soon as well.
Their tech is virtually worth nothing anymore they just monetize on the content platform by now.
PS: Those 80 characters don't do this in 4K Realtime, the only time you have seen this so far was in Frostbite (Mass Effect Andromeda) and that without Cloth and Hair simulation running at the same time concurrently and it was fully preanimated you couldn't interact with it.
guys, I'm having a problem, my game always not responding when I open it, I always have to open and close the game multiple times until the game is playable. This wasn't happened before until I decided to add a lot of mods. Anyone know how to fix ? thanks
guys, I'm having a problem, my game always not responding when I open it, I always have to open and close the game multiple times until the game is playable. This wasn't happened before until I decided to add a lot of mods. Anyone know how to fix ? thanks
guys, I'm having a problem, my game always not responding when I open it, I always have to open and close the game multiple times until the game is playable. This wasn't happened before until I decided to add a lot of mods. Anyone know how to fix ? thanks
You provided the reason why your game is not working well you have a lot of mods that is the problem the solution is to have less mods. You can use var managers/organizers for that in which you only add the content you are going to need for your session.
Just popping in to say I'm caught up. I dipped out at the close of the Mod thread with the occasional check-in peek on the asset release spot (And yes, remember to like anything you download). Was working on my own personal creations for a bit. I even discovered I can log into the hub once again (imagine that?) So I'm caught up and a bit sad.
Glad to see Krosos, Pesadilla, Bob_Oblong, Hellhound sometimes popping in.
Wish Anonymous chunk was still around; they were putting out some quality stuff to the Mod thread at the end.
Hope old-man Dave is doing well (I forget what he changed his name to near the end); they were quite the contributor covering the random and old item requests and seemed to get a kick out of the old thread.
Glad to see some people are still around patiently helping those who recently stumbled into VAM figure out what goes where and why nothing's happening.
I'll keep lurking as I do. Throw my two cents in when it's worth it. Not sure what the rest of the community will do if/when Kemono goes down, though. Sad the discord and beyondchat didn't/aren't working out.
Here's some pics of what my time in VAM and everyone's help has led to:
I finished getting my Morphs directory all cleaned up. No more duplicates. All unique Morphs. Totals 6.2 GB of just Morph files lol Making huge progress towards a perfect VaM install. Unfortunately, posts like the one below are acceptable, and me posting something like a torrent link is considered trolling, so I will be unable to share
Just popping in to say I'm caught up. I dipped out at the close of the Mod thread with the occasional check-in peek on the asset release spot (And yes, remember to like anything you download). Was working on my own personal creations for a bit. I even discovered I can log into the hub once again (imagine that?) So I'm caught up and a bit sad.
Glad to see Krosos, Pesadilla, Bob_Oblong, Hellhound sometimes popping in.
Wish Anonymous chunk was still around; they were putting out some quality stuff to the Mod thread at the end.
Hope old-man Dave is doing well (I forget what he changed his name to near the end); they were quite the contributor covering the random and old item requests and seemed to get a kick out of the old thread.
Glad to see some people are still around patiently helping those who recently stumbled into VAM figure out what goes where and why nothing's happening.
I'll keep lurking as I do. Throw my two cents in when it's worth it. Not sure what the rest of the community will do if/when Kemono goes down, though. Sad the discord and beyondchat didn't/aren't working out.
Here's some pics of what my time in VAM and everyone's help has led to:
Yep it's unfortunate that his results got mostly lost because of the bad hosting solution he decided for.
Btw if you keep the error rate of the parser low i don't find the overall performance with the amounts of data we chunking through here so bad at all yes Unziping .VAR is dumb and it should be a faster to progress algorithm instead but overall it's not that bad if you use only the cache on SSD (but yeah now you facing even more waste of space) and i do all my hardcore tests even more restricted over external USB3 Mechanical Drive as main VAM location
But of course all those dupes are dumb and shouldn't be.
Also the amount of Morphs that do similiar things is overall inefficient and at some point useless in a efficiency sense for the System itself and they can create more fine detailed problems as well within the complex restriction space we are facing that is even more complex than what we face in Daz Studio.
Trillion morphs that create more fine detailed problems in their combination are just inefficient, then a really well done tuned combination.
But everyone has to find his own balance here and make his own decisions, especially when some Artist work with different Smooth Pass results in mind.
Though for sure we will stabilize this further out with 2.0 and the higher overall Morph Resolution.
PS: For everyone don't think your VAM crashed if Windows is telling you it's not responding .NET just tries todo something it was never meant todo overly efficient
You hardly ever will see .NET getting fucked so hard as in VAM
Except maybe Sua is fucking it as heavy currently as well
Still a super nice bench with everything turned on, and everything explosion crash stable now with all physics on the crane "set her gently onto the ground in the hidden blackout time to avoid VAM crashing" workaround not needed anymore
The recent Giants run is disgusting those fucking hidden pedos, they always try to get into the official chain.
VAM 2.0 will make this look even more awkward and hopefully they finally will be killed once and for all, also we get more and more pedo commissioners not a good development, they prepare their next hijack attack.
Way more Dangerous for VAM than those Pesky Scam Creators (Job seeker on the legal side of things)
Vam 2.0 will make it much easier to differentiate babyfaces and extreme doll babies will be even much easier spoted out
Tough the Hub will be their downfall being trackable in each of their Actions and Connections to others and improving analytical possibilities.
I started my first Data Analysis tracking who used some strange Morphs which destination are yet uknown and where also distributed here.
smittypunk
Chunk his Facegen Clone Results can be found on the HUb now
Yea, I was not unaware how they were coming about, but they were doing ones no one had bother to take and complete from those fg face models. And my attempts certainly didn't always translate to what I expected when my exported morph was placed on the default VAM model. Thanks for the hub note, though!
gotta love how this keeps coming up now and again
even assuming all subs are max tier , and its not, its still not as much as you would think
you have:
- patreon fees not sure which plan he is on but thats 8-12% total patreon donations
- transaction and international currency conversion fees
- software and licensing fees
- server hosting fees for VaMhub and the update server
- wages for the staff he employs, iirc there are a few now full time
- prob other stuff i missed i dunno
....... all of a sudden it doesnt seem that much when you compare to other patreon accounts
people complain about how long it takes meshed to develop the software but not the cheap and nasty content some VaM patreon creators put out
alot of the stuff hes doing now does take time get it all set up so the current feature set comes together neatly code wise in 2.0 unlike how 1.x just had features added on and on until it worked against itself