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smashter.bsky.social
VRChat content creator that makes avatars based on meme and creepy pasta stuff. Learning more about the Unity engine and shader stuff.
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This is honestly difficult. Like, genuinely. My frustrations with how the fact that I honestly care a lot for my country but seeing people fall in line and support possibly one of the most corrupt POS we've ever had selling snake oil and being on that platform makes me feel like I have to fight back

I might start leaving Twitter alone. Gotta give bluesky a bit more love 😞

So, something I've been wanting to get into more is possibly making something to put on booth and gumroad. However, I don't know what people would like to have. So if anyone is interested could y'all give me some ideas for what to make that might be useful?

so Nvidia updated Nvidia Broadcast

Thanks to a friend I should have a new cable for the Cosmos tomorrow. If it's not that then I'll wait for the next payout to buy a used Cosmos (they're like $70 on ebay)

Theory for the 5060 Ti and 5060 is they'll both be greater than 8 gigs of VRAM, with the 5060 Ti on 16GB and the 5060 returning with 12GB of VRAM akin to the 3060, both on a 128 bit bus. This wouldn't be unprecedented as Nvidia released the 3060 when 2GB GDDR6 modules were more abundant.

Ever since my Cosmos decided not to show anything on the displays i decided to try to go back to my Pimax Artisan, and I really regret going back to it. Why? Because the headset hates the RTX 30 series where it constantly disconnects and reconnects until it crashes SteamVR and itself.

likely raster performance of the 5070 is probably between a 4070 Ti to a 4070 Ti Super

AMD announced the new Ryzen APUs today. They come with up to 16 Zen 5 cores and 40 RDNA 3.5 CUs. Supports up to 128GB of RAM and has an XDNA2 NPU AI engine. The thing that's kinda exciting is the GPU having 40CUs, which the last I checked the Series X APU has that amount.

My goal next year is to at least come back into making content regularly. Another goal is to be able to get some plushies made as well :p

It's snowing!

I'm still trying to better understand color science in relation to game engine stuff. So far, one of my favorites was Khronos Neutral because it's simple and easy to implement, but uses a linear approach to desaturate to white along with a few other issues. It's meant more for product demos.

Though I'm disappointed that the deckard wasn't announced, it's still likely that we're gonna get an announcement sooner or later. The controllers that have leaked from the SteamVR files should've been the industry standard like 4 years ago ngl.

Can you tell the difference, hint look at the blue column

It's funny that Nintendo at one point in time dedicated an entire year to this green plumber, and I honestly feel that the "Year of Luigi" was probably a fun period of time

I think I was right in my initial approach with adding the tonemap to the initial color output. Both screenshots use Khronos PBR neutral, left screenshot is with my scene's tonemapping set to none, and the right screenshot is when my scene uses Khronos PBR neutral.

Aside from the d-pad, how can people really hate this design? It's basically a split gamepad with capacitive touch on all the buttons, but I guess people really want their fingers :/

Today, I put out a community post on YouTube, so I'll just screencap it and paste it on here for y'all to read.

I learned the other day that ACES (Academy Color Encoding System) has had different iterations over the past decade, and can't help but notice that Unity's ACES implementation is severely behind. My theory is they are using ACES 1.0/1.2, which gives us the purple blues.

Between February and December is where I feel people make their children, which explains why there's a higher birth rate in September and November :P

On my tonemapping journey, I've began mixing a simplified version of the OKLab color with the Khronos PBR Neutral tonemapper directly in the shader. It makes Unity ACES more tolerable. Look at the alts for some details.

Reflecting on this, Khronos Neutral works great because of how simple it is in it's implementation as well as it's lack of color gamut support out the box. It's possible to implement a color gamut in the tone mapper, but where in the function is a genuinely tough question.

Today im going to try to do something dumb: replicate the hue correct node in unity :p

I bought this thing called "AgMax" on gumroad. It's a compositor node meant for post processing. I want to try to make this work in Unity, or really have it translated into glsl/hlsl for post processing shaders. It's gonna be tough to achieve, but it can be done cgmeerkat.gumroad.com/l/blender-Ag...