m0usecat.bsky.social
@m0usecat.bsky.social
Sync server stays online as much as it can. But the cold storage routine needs serious updates.
April 4, 2025 at 7:36 PM
What are your opinions on Zig and Rust?
March 7, 2025 at 10:55 PM
Everything done right, it should be very possible to run things well on Quest 1. But it does mean aggressive culling, so much so that you may even want to avoid Landscape and go for bespoke modeled terrain. Still, old consoles showed that it's very viable, and Q1 had so more memory than they did.
January 31, 2025 at 8:06 PM
Kinda wish Unreal had more exposure of lighting tech under the hood, or at least access to lighting data in materials. Still, creative use of fully rough and unlit materials should've done the job for Quest 1 very effectively. But UMG UI was very heavy, had to config to not redraw every frame.
January 31, 2025 at 8:04 PM
I recently learned about simpler pre-PBR lighting techniques after Quest 1 was already obsolete lol. Those workflows would've been perfect for it, leaving scenes at full resolution with a ton of extra CPU and GPU headroom. N64 to 3DS heavy use of vertex paint and such topo would've been perfect lol.
noclip
A digital museum of video game levels
noclip.website
January 31, 2025 at 7:59 PM
I'm using the original with @bgolus.bsky.social 's optimizations, and exposed a few params I needed.
pastebin.com/9AeTXvG3

I ran out of samplers for a terrain material on mobile, so this is a lifesaver to avoid distorting the cliffside. The seams can be covered, and it doesn't require TAA/TSR.
January 10, 2025 at 10:52 PM
Sadly, not any less accountable than the "opposing" party would.
January 8, 2025 at 2:49 AM
Mobile keyboard default settings are horrifically bad. Default should've only ever been to have to tap a suggestion for autocomplete.
December 7, 2024 at 5:34 AM
Overall, this topic is a whole can of worms, and studios need to do vigorous profiling and research to assess that their implementations are acceptable. No one forces developers to use Lumen/Nantite, and you have to study them before attempting to use in production.
November 24, 2024 at 6:10 PM
My own concerns on the engine atm are whether I can integrate an old SMAA implementation from somewhere, and whether I can get a performant dynamic GI setup going with just Lumen config, or perhaps I need the RTXGI branch. Practices considered unacceptable in VR, I also apply to non-VR as well.
November 24, 2024 at 6:08 PM