VaM2 Tech Alpha 1 is Released!
🕑 Added 2021-12-16 16:53:48 +0000 UTCThe first VaM2 alpha has been released! VaM2 is the next generation version of VaM. This first alpha is meant as an experimental tech demo to showcase most of what has been worked on for VaM2 to date. The UI and control scheme used in this alpha is just for this alpha and does not represent what will be in the beta or final versions of VaM2. This alpha is available to all current Patreon backers. Download the zip using the link below, and extract to a new folder where you want to install it.
The zip is password protected as it is only meant for current backers. Please do not share or redistribute.
Link: https://cdn2.virtamate.com/Release/VaM2X_Alpha_1.zip
Password: 2live
This is some of what this alpha showcases:
- HD Skinning and Morph System. Smoother and more detailed models are possible with this system than the VaM system.
- Joint-Controlled-Morph (JCM) system. This system makes the models look better when joints are bent. The included Kala 8 model shows off both base corrective morphs and Kala 8 specific corrective morphs. The other included models only use the base corrective morphs.
- HDRP lighting and rendering system. This system is much more advanced and capable than the VaM lighting and rendering system. This system also includes a built-in post-process effect system, some of which is shown in this alpha.
- Improved body physics and dynamics. The VaM2 character physics rig is much more stable and less bouncy than the VaM rig. This will continue to be improved upon, and in the future users will be able to tweak further and use the physics rigging system to create custom models and attachments.
- New experimental pin posing system. The intent of this system is to allow faster and easier posing without fooling with the UI. Give it a try and give us some feedback!
- New experimental muscle pose system. This type of pose allows the model to hold joint rotations rather than hold body parts to control positions and rotations in space. These new muscle poses work better when interacting with the model or when the model collides with other objects. The new muscle system should allow for even more interesting body dynamics and automation in the future (pushing, kicking, jumping, balance, etc.). Traditional control-based poses are not included in this alpha, but will be in future releases as they are still useful for holding a body part to specific position and rotation in space (e.g. hand on wall).
- Finger and toe posing. Use the pin system to manipulate fingers and toes and save as a muscle pose to hold the position. The full version will allow creating, saving, and restoring independent gesture poses. Animation and automation between poses is also planned to give hands and feet some life.
Known issues and limits of this alpha:
- Inaccurate collision. Only a basic collision model is included here. Accurate collision will come once the skin physics system is completed.
- Some of the included texture sets are not high enough quality for VaM standards, especially for VaM2 and HDRP. All of the shown textures sets are unmodified textures from Daz3d store models. The best included texture set is the Kala 8 model. The other sets each have one or more issues like low detail resolution, unrealistic tones, lighting baked into textures, seams, etc. We are planning to develop better built-in textures ourselves, and we know the community will make amazing texture sets once that is enabled.
- Mesh normals and tangents are not currently recalculated after the model is posed. This can result in inaccurate lighting. Future releases will have real-time normal and tangent recalculation (VaM already does this).
- Some of the ambient occlusion texture maps are baked too dark in certain areas. An example is the armpits. Combined with the normal recalculation issue it can result in the armpits being dark when arms are raised.
- The point light has a shadowing issue that can create false shadows in some cases. This is an issue with Unity's current soft-shadow system that will hopefully be resolved in the future.
- The included static hair is quite expensive to render due to a sub-optimal shader. An option to turn hair off has been included to show this.
- The model skinning is all done on the CPU currently. This is especially expensive on the Edie HD 16X model. Future versions will move the skinning to the GPU for the final HD skin rendering which should improve performance.
- Shimmering of controls when DLSS is turned on
- Pulling pins or controls too far from model can cause other joints to bend in weird ways. This is a Physx artifact that we will hopefully be able to fix in future release.
- XR (VR) mode is limited. There is no UI, but you can move around and interact with the model. To run XR, start the program. On the UI, click the XR button. Once your VR system starts up it should be working.
Thank you to everyone for your patience as VaM2 gets developed. This is a huge undertaking and will require time to develop in a well planned and thought out manner. Many things on VaM were rushed and we do not wish to repeat that mistake as it leads to long term issues and limitations. These are the main goals we have previously stated for VaM2 and they are unchanged as we have moved forward:
- Improve visual rendering to next-gen AAA quality.
- Improve physics. Improve collision accuracy. Improve realism of skin, body, clothing, and hair physics.
- Improve performance. Scale better with high-core-count CPUs. Offer more performance options that allow VaM to run on lower-end hardware and still be enjoyable.
- Improve usability.
We will outline the next steps for VaM2 in a future post. Again, thank you to all backers and community contributors! VaM would not exist without you! We wish everyone happy holidays and new year as we move on to the next stage for VaM2!
Comments
fkno_420
so I got it up and running but.. I can't grab move or control joints, morph other than the 2 morphs that are there, there doesn't seem to be a hub, animations etc. Am I missing some secret ui or do I have to add vamx or something?
Download link isn't working for me EDIT: If your download isn't working, just save the link. My browser didn't wanted to download it because it says "suspicious link" lol
Amazing work, we are approaching uncanny valley and I love it.
STEPHANE
Hello Mr. Genius Creator! :-) Would it be possible please to have an idea of the progress of the 2.0 project? On a scale of 100%? (yes I am, like many others very impatient to be able to "handle" this new version :-D Thank you. And thank you for all the work already done ;-) Good day.
JoshD
Wow I cant wait for this!!
Seamonkey89
The VR wont work in mine. :( The game seems to react and the view changes, but I cannot see it in VR or interact with it in VR.
Miles H
Awesome! Would it be possible to add "world scale" to the demo?
H2 Kyle
Wow how am I 2 months late to this? Awesome.
Smoothness
Very excited about XR beyond VR to mix VaM with the real world. I assume AR/MR aspects will become usable once more affordable and available VR/XR systems include better pass-through views of the real world.
IISONO
2.0 already looks amazing: I love how you can use the pins to individually pose the models with fine grain detail! Looking forward to this for sure :D
JosheyWah
My first time seeing DLSS being used in VR its about time. Just wondering if you can some how get DLSS into the normal VAM?
Mirko James
Looks incredible thanks for sharing. Take the time you need to create nice usability. Thanks
M
Any plans to add game mechanics? Would be cool to see people making short games with more interaction
Mr X
I'm really dim on on this. I just point,click and hope im right. What exactly is this?
dingoschlingo
Will atoms from the old VaM be able to be transfered to this new version?
p00tiee
Meshed is the fucking people’s champ, you rock!!!
Mr Claw
Thanks for that explanation, it makes it a lot clearer now! I look forward to the new release when it is completed.
Meshed VR
This program (VaM) is not for creating content for other programs. It is a sandbox application which allows you to create content that runs in the program. Or you can just run content created by others by downloading that content from the VaM Hub (virtamate.com). The 2.X tech alpha that is described here is just a sample of the new tech we are working on for 2.X which is not yet released. 2.X will have very similar functionality as 1.X but with improved graphics, performance, and usability.
Mr Claw
Apologies if this has been asked, Will this be used to create scenes in or is this for creating and customizing a player and then importing that into the other application? I am still new and learning so i am little confused what the update will allow us to do Also just wanted to say: I am one who has an imagination that sites just can't give so this is an amazing program and really well done for creating it.
Moroda Raye
Wow you're awesome 😄 thanks for everything keep up the amazing work 😊🥰😁👍💪👍👍💪👍💪
Meshed VR
VR in VaM is now called XR which is forward looking for support of both AR and VR. After you launch the demo, there is a checkbox that says XR. Click that and it will launch turn on your VR headset and display there.
Moroda Raye
no vr support?????
Meshed VR
There won't be an significant update on Patreon for a while. We are not giving out estimated dates for info or releases anymore due to how difficult it is to estimate correctly. We are currently working on the core functionality and building the real base 2.X application. This includes things that were found in 1.X like the atom system, scene system, save/load system, and parameter system. This current 2.X demo was just a tech demo featuring important technology pieces that have been completed (skinning, joint driven morphs, HDRP shaders), but the main system and UI was throwaway. If you want more regular interaction and information, please come join the official Discord server. I'm on the 2_x channel a lot and respond to many questions there with more details.
Lilac bush
any update??
TomahawkJackson
3.44GB on disk 1.6GB Zipped
Splatzy
What’s the game size?
Glenn Quagmire
There's this game I recently tried called Operation Lovecraft. It has some really good looking models (environment?) Just sharing in case some ideas can be brought over from it. It doesn't seem as elaborate as VaM yet looks delicious :) https://www.patreon.com/ProjectH/
Vr_Vammer
Your work is amazing. I've been looking forward to 2.X for a while now, and it's incredible. I'm so excited to see where this goes, keep up the great work!
Trens
Wow. Now THAT is a realistic render engine ! Those models look soooo real daaaaaaamn !!! Great lighting, great improvement. The physics and posing feels a lot easier and faster. I can only imagine the realism with some facial behaviour plugins, and body animations. Great progress !
Meshed VR
Thank you!
Meshed VR
We are planning to have language support for 2.X. 1.X does not have this though.
Meshed VR
Thank you! 2.X will be more secure, but 2.X will have a way to connect 3rd party software to interface with VaM. The official API will cover this aspect. Some of System.IO has been opened in the latest 1.X build. We can't open whole namespaces like this because that could allow malicious plugins. I think what you are describing will be possible in 2.X.
Alexander
hallo :) gibt es eine möglichkeit das menü auf deutsch einzustellen?
MG
Incredible Work - from any perspective. For me its the most impressive Application since 20 Years. Keep pushing it!
Zákány Sándor
If this can work like VaM this bee great!
DerIngenieur
Since customization was basically what made VaM 1.x so successful compared to all the other (visually as awesome) VR Porn titles, I suppose scripting like in VaM 1.x will be possible in VaM 2.x again too. MeshedVR, I'm sure you're again trying to make VaM 2.x as secure as possible because of the risks of having 3rd party scripts executed in the program's context. I understand that. One thing that I wished was possible in 1.x though, because I'm a developer and tinkerer myself and basically know (most of the time) what I'm doing, is to be able to disable certain security limitations (like e.g. the locking out of System.IO). In my individual case it's for instance for the purpose of doing direct communication between VaM and a Python script that controls poses, morphs, grabs screenshots from custom cameras and other stuff like that. In VaM 1.x it works by using TCPClient and a very basic, custom implementation of the STOMP protocol in a plugin to communicate with the Python script over a RabbitMQ broker. Works like a charm. So, it'd be a real pity if you decided to nail up Vam 2.x "even more" to make it more secure and shut that door for people like me who'd like to (securely, educatedly and in a self controlled environment) get beyond what's possible solely with VaM script. Please make it possible to do these things in VaM 2 too! If you feel like that's needed in fear of recourse, you could put a non-liability disclaimer into the game for if I decided to click on that "I know what I'm doing" button. Thank you very much! You're doing one hell of a job!
AWWalker
Very nice :) Can't wait to see more.
Meshed VR
You should be able to run full screen without task bar by using Alt + Enter
unomaklin
got it... task bar has to be on auto hide
Meshed VR
VaM is not designed to run on Macs natively. You would have to use something like Wine or install Windows on another partition. VaM is also very hardware demanding, so it would need to be a very high-spec Mac to even work well.
Meshed VR
It seems like the zip file was not extracted properly. The easiest way it to move the zip to directory where you want to create the 2.X folder, then right click on the zip and choose 'Extract All...". This will create a folder named VaM2X_Alpha_1. Inside that folder will be the VaM2XAlpha.exe to run the program.
Meshed VR
It is there on bottom left of UI. You may have to scroll down depending on your display resolution. There should be 7 choices.
unomaklin
The first time I loaded this I had the option to try different skins and models you had pre-loaded... I am not seeing any of those now. Am I tripping?
RedSpaz
I can't run this, a box appears that read the following Application folder: E:/Vam Alpha There should be 'VaM2XAlpha_Data' folder next to the executable
Meshed VR
Yes. 2.X is using newest versions of Unity. CUA will be replaced with a different method of creating custom atoms using Unity and tools we provide. You will be able to use Shader Graph to make custom shaders as long as they are based on HDRP.
Charsent Carson
Does anyone know how to download on MacBook Pro?
Erin Geerman
Does that mean we can use a more updated version of Unity for making the CUA when 2.x releases? Right now the recommended version is 2018.1.9f2 which has problems when working with the shader graph... I would like to use the Updated unity tools to make better looking assets in the future.
Meshed VR
Yeah we plan to support Vive Trackers, but also more hardware in general with a new extensible input system.
Meshed VR
Raytracing will be supported in various ways in 2.X. There are currently both technical and performance issues that may limit how it works in VR.
Meshed VR
None of the 1.X assets are directly compatible. They could be ported to work on 2.X. 2.X CUAs should target using HDRP Lit shader or a shader graph built on the Lit or StackLit backends. What you see in this tech demo is just a throwaway interface, and there are obviously tons of missing features that were available in 1.X. 2.X will support custom atoms rather than using the Custom Unity Asset atom. We will supply Unity tools to build these atoms. Then they just drop into 2.X and show up as new atom choices like if they were built natively by us.
Meshed VR
You can use Marvelous Designer if you make the items compatible with the models that run in 2.X (currently Genesis 8, but others will be supported). There won't be an special import method supporting Marvelous Designer. We plan to have a more generic clothing import system in 2.X so you can use a variety of software to create the clothing.
Meshed VR
This tech demo uses Daz3d Genesis 8 models running on the Unity engine and new HDRP rendering system. 1.X used Genesis 2 models also running on Unity engine, but a much older version. 2.X will support import of Genesis 8 compatible clothing and morphs, but 2.X will also support custom models beyond Genesis 8 or even beyond Daz3d for adventurous creators willing to do some extra work.
Erin Geerman
And I'm also Curious if there will be a Ray-tracing option in 2.x?
Erin Geerman
I like the improvements on the Engine, But will 1.x VARS and CUA still be compatible with 2.x? Because I see a Whole NEW interface and such, or is this just part of the Tech Demo?
Ben Dover
This is so exciting! Is there any chance of integration with Marvelous Designer similar to what we already have with Daz?
espada9000
I see Unity is mostly involve with the graphic engine and the models and stuff. Will Daz3D models still be possible to use on it with the official release version?
Rich FupaStank
Happy New Year!!!!
mrpistov
Looks very promising! I'm happy to see Paul mentioned it works on Linux and am excited to try it. The first thing i noticed as a Linux user is that it doesn't unzip into a directory unless you give the unzip command an argument. Windows users are probably used to right click the file and select "Extract into $FOLDER". Every other software comes with a directory at the top level in the archive, so we are used to unzip without arguments on Linux. When I encounter a zip without root folder once in a while without checking if it has a root folder in it, it is annoying because I then have to scrape all the files from the directory where I unzipped. It's only a minor annoyance, but it would be nice if you put all the contents in the zip into one top level directory to make it more console friendly. Mr - not really that - Pistov
Paul Pepperell
Awesome stuff. Was surprised to find it works in linux.
ScvWebFire
There are a few kinect options I know. (one which I use simulates vive trackers in steam). I still want to test with a other option which support 360 degrees with 1 kinect. And when they release the tundra tracker in normal sales, I am definitly getting 7 of those (7 trackers with one usb bluethooth controller).
Virtual Voyeur
Hi there, new to Vam. This app is amazing! Will the new version of Vam allow for full body control without using vive trackers? thanks!
artfan2021
Great Work:-)
Meshed VR
Yes 2.X will support import of Daz3d Genesis 8 morphs and clothing, just like 1.X supported import of Genesis 2 morphs and clothing. The import system will be a bit different. We will have more information in future. 2.X will also support custom models beyond just Daz3d models. This process will be more complex. We are planning to provide the community with the same model building tools we use internally to enable this.
Meshed VR
I agree UE5 looks impressive, but this project is already firmly rooted in Unity. There really isn't much one engine can do that another cannot replicate. For us to convert now would set this project back years, and it might actually perform worse at the end. Performance is one of our top goals for 2.X, and Unity's new C# job system and burst compiler are pretty amazing in that regard. Unity is also easier when you are creating custom solutions. A lot of systems in VaM are custom built, like the upcoming skin physics system.
Meshed VR
We are creating an official API for 2.X that will allow it to interface with external programs and also improve the plugin system. The goal of that is to allow better integration with hardware and machine learning systems in the future. This may be something we pursue internally, but we are mainly trying to enable the community to allow more capability.
shovehit
Great work ! It promise for the Beta and final version ... Take the needed time and make a great 2.X ! Will it be possible to import custom DAZ Genesis 8 characters / clothes / hairs / morphs in the 2.X ?
Lord
Could this AI system be implemented to VaM? https://www.youtube.com/watch?v=szOMIn0YyUM
Zimbabwae
Looks very interesting. I have to ask though, any thought to converting to Unreal Engine 5? In terms of photorealism, UE5 looks to beat Unity currently.
Holy moly !!! Thats amazing !!!! can wait to make new scenes with
gp
good to see still active MVR, only real reason I stopped by the threads. I hadnt even heard about 2, checking it out. keep up the good work.
Bromo
That's totally understandable about the demo timelines and I'm glad all the effort is going into 2.X. Will definitely look forward to any future progress updates you can give. Thanks again for all of the amazing hard work.
Meshed VR
Thank you! We are no longer giving out estimated release dates or detailed plans because it is too hard for us to guess. There are lots of challenges to overcome to create this app, and sometimes things take much longer than planned. If we promise something and miss, it leads to more disappointment than if we didn't promise anything. 1.X will no longer be updated. Everything will be 2.X going forward. We will try hard to keep everyone informed on progress as it is completed however, so it is clear work is being done.
AdvertiserUnfriendly
Thank you for your hard work and dedication. This project is really amazing and groundbreaking, and I love that you all keep working your butts off to make it better. Cheers!
Timesprout
Tried a couple more times and it's now working. No idea what I did differently. Looks like Windows Defender was blocking something and eventually gave up.
Bromo
This looks great! Going forward, are we going to get more 2.X alpha -> beta demos every few months (my preference) until release, or will there continue to be updates made to 1.0?
Meshed VR
2.X is built on top of Unity.
Oleg Ushkov
Tell me, is this engine used only separately or can it be keyed into uninty? Or unreal
Meshed VR
That feature will be coming much later. This is just a tech alpha showcasing some of the potential. Thank you.
Stickman
Can't wait to test this out! Thank you and your team for all the hard work, and happy holidays to you all :)
Timesprout
I have. Twice. Could you publish a manifest so I can check what's missing?
Rich FupaStank
I'm too excited! need to calm down......NEVERMIND, I CAN'T!! Thank you and Happy Holidays!
someguy
Hahaha The lower jaw. had music bumping in the background while checking out 2.X. I think I did 2 whole songs with the model lip syncing. Almost created a short vid for fun but didn't have the time.
sully
can you load custom models in this alpha ?
leoanrdo quevedo
Christmas came early
bucketlist
Awesome..... glad it worked :)
Metra
That was the issue, I tried extracting like you said and it worked.
Sputternik
I know this is an Alpha so no worries but I've tried loading steamVR, not loading steamVR, checking that the "oculus is set as openXR runtime" (thought the option to activate is greyed out), loaded it through the desktop and the dashboard through the headset. There is still a double image. The left eye seems fine. The right eye has weird lensing effect and almost looks 2 dimensional. It's a quest 1 with windows 10 and I'm getting like 36 fps on this computer. Posting as an FYI mostly.
bucketlist
If yr dragging the files from 7zip window to your folder.. it will do this.... Use the Extract button instead. That is if yr using 7zip.
Freddy
Thanks for your answer. I usually connect my Q2 by cable link because it works better than air link in my sense. On VAM 1, it is sure but I don't know if it is true with VAM 2. I will test it with air link. I have an AMD 6900 XT video card. In fact, I use others unity VR apps and would prefer to remain connect by cable for same reasons.
Meshed VR
The zip is 1.7GB and the extracted directory is 3.4GB.
Meshed VR
Please try downloading again and unzipping the contents to a new folder. It seems like your build is corrupted.
Metra
How much space does this take up? Cause I have like 465 gb available and it says I don't have enough space for this.
Timesprout
Doesn't work for me. "Failed to load il2cpp"
Meshed VR
I just realized I no longer have a working computer that has a USB C port to work with the Link cable I have. My laptop died which is what I was previously testing with. I just ordered an adapter for my main PC to try Quest 2 with Link to see if it works. I do have Quest 2 working flawlessly with Air Link. You might give that a try if you have a good wifi solution and your PC is connected to the wifi router via ethernet. I have to say not having the cable is really freeing! I know not everyone can do this and I do want it to work with Link cable. I'm really not sure why that would make a difference, so it might be another issue with your setup. What is your video card?
Freddy
connecting by link. I don't have any issue with all unity VR games/softs except this one. I saw in comments that other users having same problem (ex : Giovanni Grazzi).
Meshed VR
That is pretty much what the difference is. The 4x mesh is subdivision level 1 mesh. The 16x mesh is subdivision level 2 mesh. It is called 4x/16x because it has 4x and 64x the number of polygons. Allows for smooth edges and also more details with morphs.
Meshed VR
How are you connecting the PC? Link, Air Link, Virtual Desktop?
Meshed VR
I'm not sure - I saw others post the same issue, but it works fine for me. Let me see if anyone who had that issue was able to resolve.
Freddy
Thank you but I tested several times with Oculus OpenXR by default and it does not work for me (broken right eye). I have the last version V35 on my Oculus. Need to bypass by using SteamVR OpenVR instead. It is not a problem but I wonder why it does not work for me with Oculus OpenXR. I saw your post on discord thanks.
Meshed VR
It should work if you make Oculus OpenXR the default inside the Oculus Home app settings. I just tested yesterday with Quest 2 and Air Link direct through Oculus. If you are on our DIscord server, I posted some screenshots and info about this yesterday here: https://discord.com/channels/363274293112602636/909075760323629067/921537350364958731
Freddy
Hi Meshed VR, please could you solve issue (broken right eye) on Oculus Quest2 ? To bypass Oculus OpenXR, I had to use Steam VR OpenXR instead. It works fine with Steam open but not convenient (not direct) --> oculus link --> steam VR. Thanks
Freddy
Hi, I had the same issue. Thanks ! I am going to change and try this.
Eric Clover
Working beautifully for me on my "ancient" Quest 1.
tnt777tnt
Sorry to doubt, but the result exceeded all my expectations.
Luke
this is truly exciting
garbaldi18
This did the trick! Awesome
garbaldi18
I am. Will check now. Thanks Again
bucketlist
Hi Meshed VR, Ah yes.. I must admit Edie's nose was the perfect example of the morph feature. i has zoomed in and looked sideways at her nose then toggled Ediebase, then Edie4x and Edie16x and the smoothing around the nose profile is quite noticeable. Almost like vertices are added to the mesh or Blender's subdivision surface modifier, but yes a great way to see the difference. Long live Edie! thank you Meshed VR,
bucketlist
Hi Freddy, I start with the explorer folder open with VaM2x, and link Quest 2 enabling the 2 nag screens until I get to Oculus VR room, then trigger the 'Desktop' button . The desktop loads , so I minimize the Oculus app & Explorer that covers the treasured VaM directory. I run the VaM2XAlpha.exe in the headset & it seems to load no probs but it is in desktop mode, so I toggle the XR box on bottom righthand corner to get VR. Pinning works great, but there's limited player movement in VR and no UI ( as Meshed explained) so I lift the headset to look at the PC monitor, toggle off XR and position the model to where I want in VR ( as there is no vert movement in VR) , then tick the XR back on and view it in VR. This way you use the desktop as UI for VR if you get my drift. Hopefully you got it going!
Meshed VR
Basically check to make sure SteamVR is set as the OpenVR runtime. Open SteamVR settings, click on the Developer tab, and in there you will see Current OpenXR Runtime: and it should say SteamVR. If it doesn't, click the button right below that to make it active.
Meshed VR
Are you on our Discord server? I just posted some info there that might help. https://discord.com/channels/363274293112602636/909075760323629067/921537350364958731
garbaldi18
Thank you for writing back. Unfortunately, I did try clicking the XR box in the "Misc" section. My SteamVR is running. The view on the desktop changes but there isn't anything activated in VR. I have tried started SteamVR, then opening VAM 2.0, vice versa, without luck. Any other things I could try?
Meshed VR
There is a toggle labeled XR near bottom right of the UI. Click that and it will start up XR (VR in this case, VR or AR in the future). Once everything is initialized it should just work.
garbaldi18
Hi, it looks nice on the desktop! How do I switch to VR mode? I am using SteamVR/Valve Index and I can only see it on the desktop. Thank you!
Meshed VR
DLSS only works on RTX-enabled GPUs, so if you don't have one it won't do anything. If you are hitting 80FPS already, DLSS would not make a difference except it would lower the visual quality. We will be working on the atom system next, along with the parameter and save/load system, which will allow you to be more creative and add additional atoms including people. 2.X does not yet implement skin physics, and skin physics was the big performance killer in 1.X. It will also be demanding in 2.X, but our goal is for vastly improved performance of this system. It will be completely new and different from what 1.X implemented.
geo_gan
Just came back to check out alpha. Looks good. Like the look of all the modern rendering tech - does DLSS actually do anything in demo - didn't notice any change. Works very nice in my Rift S - hitting maximum 80FPS limit. Obviously that may go down as more features added. Any chance of next demo allowing us to add more than one model to scene to test CPU/GPU scaling? That was one of major limits of old VAM after all!
Giovanni Grazzi
Wow, thanks! I had the issue with broken right eye (quest 2 + amd gpu). Fixed by changing openxr runtime from oculus to steamvr in steamvr_settings->advanced->developer.
Freddy
Hi, VR does not work for me in my quest2 (not have VR effect). You just checked XR mode or did someting else ?
Martin Fireball
Breasts and influence of gravity? Simply: good work! This is a good step. I understand, that there is much to do... But thanks!
Freddy
Hi Buckerlist, please could you tell how do you proceed in VR with quest2 because it does not work for me (do not have "3D effect") ? when I use VAM 2.X, I am connected to my pc by cable as usual and check XR --> VAM 2.X switch in VR mode but without "VR effect". Thanks
Meshed VR
If you don't have the muscle power set high enough, the model won't be able to hold the pose. The pin to pose conversion also takes a second or two to lock in. The model is attempting to adjust target angles to match how you posed it during this time. Edie is from the Daz Store catalog and is meant to show off the HD morph system. We chose this model because it was more extreme in shaping, showing what HD morphs will be capable of! :)
Meshed VR
The vive wands don't have thumbsticks so the only option in this demo is to walk around in your play area. Other controllers that have thumbsticks support free movement. VR in this build is experimental and not 100% complete. Future releases should support grab style movement like 1.X had.
Meshed VR
I can't promise anything, but I'll be looking at other platforms in the future.
Meshed VR
I actually tested with Index + Vive wands and it works. You should be able to use the triggers to grab the model or create pins (if you are touching trackpad at same time). Make sure the application window has focus (click on it with mouse).
bucketlist
Works awesome! Great teaser... worth the wait! Great job Meshed VR. All control panel seems to work OK. Saves poses but drops limbs though think its muscle control slider setting. Oculus Quest 2 works a charm, like how can switch to from desktop in VR and set the up/down menu poses with mouse then activate VR to see it. Pinning action is great, can move fingers... lower jaw! The only scare was Edie.. where did that nose come from??? and we get to see it in16x! Ha...ha.. Thought 1.20 was really great but this looks to be an exceptional effort! Cheers
jorge
the pin posing system is pretty useful, too easy to understand
octobiped
This is very impressive. I love the pinning system; it really is very easy to pose a character, and being able to quickly convert the pose to a muscle pose is a great quality of life feature. The improvements to model quality and the lighting look really good. Thanks for releasing this preview, and making it available to all backers :)
Odd-Henrik Aasen
Hi Grate stuff! But how do you move around in XR with the controller. Im using the vive controller. There dont seem to be a combo to hold and drag/rotate?
SamanthaJ
No, they've already said 1.x files and mods will not work with 2.x
Max
As steam is establishing its ground on linux platforms, it's a matter of time when all games will run on linux.
Max
Would it be possible to compile a linux version?
CJAY SEVEN
No. It's only a tech demo of the posing and rendering systems. This is years away from feature matching the version we have now.
7th7andwich
are 1.x mods compatible?
electric unicorn
guys how do run the file of 2.x
emanster
Really great work! Confirmed working flawlessly on my Quest 2 using link cable on a 3090. In fact, this is probably the cleanest rendering I have seen on anything on my Quest. The Framerate starts to fall off pretty dramatically with DOF and DLSS switched on, but that is expected on an early build. Really astounding work. I'm excited to continue supporting this project and can't wait for the next build!
emanster
Confirmed working okay with Quest 2 over here.
sam
Probably missing something but I have no model interactivity at all in VR. I can make the blue cube appear by touching the trackpad, but I cannot create pins or move anything around. Maybe because I'm using a combo of Index HMD and Vive wands?
Toshie27
Yes, of course I think so, then it won't be the finished version in January :-))))) Joking aside, it looks really great so far
Meshed VR
It will take a long time to get 2.X to the point 1.X is at now, like in years as I have previously mentioned. Also performance will go down on 2.X once skin physics is implemented. I want everyone to have realistic expectations. :)
Meshed VR
Yeah I added a note, but some people did report it not working after clicking XR. Or they get some weird distortions in one eye.
Toshie27
So now I had a little more time to take a closer look at it, the skin, looks really bombastic, the whole person looks incredibly real, which is what one tends to have a new girlfriend :-) that's a fantastic job so far, the graphics look also ingenious, the performance of the PC is now also much better and you can certainly do a lot more than with the 1x version because even a high-end PC can quickly go to its knees here. I hope that it won't take that long to be able to do 2x more
Ted Ee
I have a Quest 2 and Reverb G2 running on an RTX 3080/I9 10850K combo. Getting above 150 FPS in VR and it works with both. It looks very promising, hope to play the beta version soon!
James Robinson
I'm wondering if people just aren't understanding that you have to click on the XR to activate VR? I'm using quest 2 with Link cable and it works fine for me
kasper nansen
Congrats Meshed. This is some very impressive stuff. I am very happy to support this in the future :)
v4l
It works on the Quest 2 for me too. Great work. I'm happy to support this project.
Meshed VR
Yeah that is one we have evaluated. 1.X uses New Gens for Genesis 2. Also looking at Golden Palace.
Ereba magi
May I suggest new gens 8 from renderotica.com? Very high detail and plenty of good morphs for it.
Sputternik
I'm pretty sure it's a quest 1. I bought it for like $400 at Microcenter, maybe 2 years ago. I had meshed (*Edit: Steam) VR and the Oculus app open. Computer is Windows 10 64-bit, Ryzen 3700x 8-core with a rx5700 and only like 16 gigs of ram, if any of that matters. Some of the stuff off the VaM hub also occassionally has quadruple images and I'm not sure why.
Meshed VR
I'll be looking at Quest 2 tomorrow to see. I had it working with Rift S a week ago. VR support in this alpha is also pretty limited.
Meshed VR
I'll be digging into this tomorrow. Some have reported success while others have not. I'll try to figure out what the issue is. Quest 1 or 2?
Freddy
Hi, Thanks for this alpha, but frustated because does not work on my quest2. VR image is not displayed correctly on Q2....It just lacks the VR effect.
Nas Shadow
VR works for me on oculus quest 2. Make sure you have Steam and Oculus app open before you click on XR.
Ricard Serra
That's ok for the Alpha, quality in VR is amazing... ;)
Sputternik
I know Vr is limited in the Alpha but this doesn't seem to work for the Oculus with link cable. The left side seems normal but there's a double vision of the image with both eyes open and the right side has a weird lensing effect that I don't understand.
Eric Bullhorn
2.X alpha looks amazing and seems very promising! I hope high heels will look better on the models in 2.X and be easier to add. When I add high heels to models in the current VaM they often look deformed or weird.
GiaThirds
just joined yesterday cant wait to test this out
Prathan Thanakom
Look great!!!! Another step of Vam is coming.
Crimzzon
super cool! really looking forward to the beta!
Patron
Digging into it, it seems you can import Daz into their models, but going out to Daz again is cumbersome (based on an old forum search post). Basically re-rigging the FBX in Daz or something. If you can use this new character model type, you might be set? I did notice the models don't have gene*als though, so that would be a thing to resolve. Pics look awesome though, agreed. They've got a sale going on until Dec31 also, fwiw. Tempted to pick the 4-in-1 bundle, hair creator and iClone 3DXChange 7 Pipeline to play with, and maybe use for work. https://www.reallusion.com/store/product.html?l=1&p=cc#2194
Toshie27
Sory is now completely annoyed because I can do what I want, it just doesn't start in VR
Meshed VR
I didn't put in a binding for up/down. I will add if I end up making a patch.
Toshie27
in the demo there is XR but nothing can be included
Meshed VR
I have not seen that. It looks pretty amazing just based on the landing page. I wonder how it looks in Unity. 2.X will support custom models so it should be possible to add non Daz models. One thing that is a big deal in 2.X is the Dual-Quaternion Skinning (DQS) and joint-controlled morph (JCM) system. Without those, joint bends really don't look very good. I would be interested in seeing how other realistic human models handle that. In the past I have seen very complex rigging systems (additional bones) and custom morphing solutions similar to JCM.
Ricard Serra
It worked, thanks, seems with Index controller cannot navigate up/down?
Demetri64
Very impressive stuff, I am looking forward for the beta release!!
Milan Vuckovic
Amazing. Far better results than expected.
Toshie27
I don't have an XR setting in Steam VR :-( or where should it be exactly?
Anton
button (checkbox) in ui
Patron
In VAM. Right panel, down at the bottom side. If you have SteamVR running, it switches to VR when you click XR in the app from the desktop.
Toshie27
where should the XR be please? in Steam VR I don't see any XR where I can go on it
Patron
Two different color/types of pins perhaps, but if you already have a different system that works then no worries, I need to spend more time with it.
Patron
Gotcha, yeah I missed your post talking about it when I posted this, thanks for the details!
Meshed VR
Convert the pins to pose. Then move the hip control. It holds the pose relative to the hip. The pins are meant for making a pose and then converting to muscle pose. But what you are asking for should also be possible. I considered making the pins relative to the hip control, but then I found I wanted to rotate the hip relative to the pins in many cases which would no longer be possible. The "real" 2.X (not tech demo) will provide this option, probably with a toggle.
Meshed VR
This is primarily meant for desktop use. VR (XR) was thrown in as a bonus, but there is no UI in VR. Just simple movement and model interaction.
Meshed VR
This release does not have accurate collision or skin physics so you can bend beyond where collision would occur. There are proper joint limits set in here, but they are controlled by Physx which tends to treat these limits as "soft" when it can't find a complete solution to everything. This may be fixable with an additional layered solution on top.
Toshie27
what should XR be? sorry I just can't find it, in Steam or Steam VR? and where should the XR be then?
Patron
Run steamVR, then the tech demo here, and in the options there is an XR button, you click that.
Meshed VR
The 16x HD mesh performance hit is mentioned in the post in the limitations section. In a future release only the base resolution 1X mesh will be run on CPU to drive skin physics, and 4x or 16x HD mesh will be run on GPU for final rendering. This means overall performance will go up from what you see here. But skin physics will then bring it back down because that will be the biggest performance hungry feature. :) This is the standard Genesis 8 genital graft and I agree it is just ok. We are evaluating other genital options that are available for this model that have a lot more detail.
Patron
For 3D models, Meshed have you seen this? https://www.reallusion.com/character-creator/ You can import Daz models too. FWIW. I'm tempted to pick it up on the sale. Not cheap for casuals, meant for game devs and digital artists. Another link https://www.reallusion.com/character-creator/digital-human-skin-morph.html No gens though, that I'm aware of.
Toshie27
Oh git I don't understand what that means sorry :-(
Patron
VR works, run Steam then click the XR button
Patron
Yes, launch SteamVR first, then click the XR button in the app. It doesn't have a dedicated VR launcher yet. Trick: Use the Steam Monitor-view option to change the settings/models and it will update live in VR. Maximize the app in your monitor for easy viewing.
Patron
Okay one more thing, I like the pin system, but I'd love an option to pin relative to the main control point / rest of the body. That way you can pose a character and then move the whole body somewhere else and it keeps the pose. But the current pin system is great for animation. Also I miss the eyes. I know I know, baby steps.
Cableguy302
hit the XR check box lower right
Patron
Lastly, thanks for the December release!
Lon Wabo
Looks great!
Patron
Some thoughts: May want to figure out a way to limit IK joints based on muscle collisions so you can't bend shins too far back into a thigh, for example. Limb (leg) movement also doesn't seem to affect spread/morphs at this point also, which will add more realism. Great "start" though for sure! Would also love a basic VR UI panel. Looking great. Very promising new foundation.
Toshie27
Patron
Looks great and solid performance on my 2080ti /3700x with Index. Definitely miss the hands and ability to bind a Vive Tracker to a control point. Early Wishlist :)
Toshie27
Harris Sirrah
Very cool.
Steve Connochie
My bad, must have made an arse of extracting the files first time round as there was 0 data in the folders. Working now so I'll have a look later. Looks good from what I've seen though thanks
Meshed VR
This version does not have a VR UI. I need to add that to the limitations. :)
Steve Connochie
OK thanks I run V1 without issue I'll check what version of DirectX I'm running. Perhaps I'm doing something else wrong. I presume once I've extracted the files I click the V2 application or am I supposed to put the folder into V1 and launch from there apologies for my ignorance 😁
Ricard Serra
My VR Index dont start, only desktop mode, or maybe I need to enable VR from the app?
rabbit1qaz
Hmmm from 4x with 280FPS to 16x 120Fps quite an impact :) i like new hair better then 1.x . Vagina is quite undetailed, but i pressume thats not point in time to take care of such an detail,
maxximumism
Congratulation, I tried a few minutes and it seems very promising, I'm still hungry with this alpha that does not allow anything ;) when a version that allows to import ? :)
jay
wow the pin and muscle pose system is a pretty powerful animation tool. the ability to key frame muscle dampening and hold strength would be a very powerful way to add dynamic movement in between muscle pose keyframes and make for a pretty labour saving way to produce convincing movements. (not sure if this is planned or expected, im not that familiar with the existing software yet) i will say the fingers and toes seem to get caught up in the diameter of the pins effect and could potentially benefit from being rigged separately and left outside the pin systems influence. that way after the main motion is established you could go in and add finger movements and not have to fight it so much... i dunno, just a thought. equally, a separated timeline for facial animation could run alongside the main pin system, and perhaps the ability to bake an animation after you have used the labour saving system, when you want something to play out in a fixed way without dynamic interactions would be of use. i could make some really convincing stuff with that tool kit lol.
Mogens Hansen
I finally got it working. No UI in VR though. I will try some more.
Wow this is amazing Meshed, I feel it's almost Daz rendered quality! The pin system is going to make things super fast to make scenes and poses on the fly. If we get a Timeline plugin eventually utilizing the pin system and recording pin locations, making keyframes will be a breeze! It's going to be so dang easy to animate! 2022 looks like a damn fine year I can't wait to see what's in store in development!
alex galea
Look amazing ! thanks for your work
Wibo
Oculus Rift-S VR runs smooth on i7-6800k / GTX1080. Awesome, can´t wait for more...
Meshed VR
Jealous! :)
Meshed VR
I will test some more, but it was working last I tested with a Rift S.
Meshed VR
You need a DirectX11 capable GPU or higher. If you could run VaM 1.X you should be able to run 2.X without issue.
Meshed VR
1. I'll try to look at that and fix 2. When you save a pose it takes a second or two to lock it in. I did not have time to add a progress bar, but while it is doing this, don't try any other interaction. Muscle power is also important. If set too low, it won't be able to hold the pose. Try a higher power. 3. Your mouse wheel is probably scrolling without you knowing it. I don't have any deadzone in there.
Meshed VR
VR support is in but limited. There is no up/down movement in this release. And the UI only appears on desktop. It should work on Index, Vive, and Rift S for sure as I tested all 3 of those. Others are reporting success with WMR although some of the button bindings are maybe not working. We will look at that.
HelloFox
tried it with oculus quest 2 and it works, but can`t get up and can`t see the menue, but im not sure if somebody else does.
Ant-2014
Oho ho. They look amazingly realistic and especially in the "XRristmas" version :) Thank you for this titanic work, Meshed VR!
Quivz
theres a toggle button marked XR on the lower right. Turn that on. I cant move around properly in VR though. Cant change altitude.
Mogens Hansen
No VR on Oculus. Tries to load but fails or crashes. GPU 97%. CPU 7%. Both on desktop.
Steve Connochie
Is there a minimum spec or limitations? I get a message that my pc cant run the application.
Spaced
It works for me on WMR.
HelloFox
lol, these models freaks me out. :o
Nas Shadow
WOOOOOOOOW EARLY CHRISTMAS PRESENT!!! :D
_Wolf_
Oooo...the rendering is sooo pretty...and DLSS!
Anders Eismann
My Varjo VR-3 headset was waiting that :)
AmineKunai
The awesome result with the skin shading and the new pins system. Can't wait to try to import my cloth into it with the new colliding system. Good luck! Just a little feedback: 1. On the ultra-wide monitors the UI is stretched too much on the vertical axis. 2. Saved via pins pose doesn't look like it was saved after applying it again (after the default pose). Especially with the hands posing. 3. The camera zooms in/out when the screen is inactive. (Sorry, when it's active but the mouse out of the screen)
Marc Girard
doesnt work for me and occulus
KamiGato
Ouch...
HelloFox
is it?
knaak
Ouch...
Marc Girard
VR Ready?
PixelPorts
OH NOO AND JUST AS SOON AS MY PC DIED WHYYYYY
Dave Chopp
Take your time, we can wait. Super excited to see the final product. VAM 1 is amazing, I can just imagine what 2 will be like. but yes don't rush it. we trust you will come out with something mind blowing.
AmineKunai
Awesome! Can't wait to try it!
XRWizard
Woop!
KyCo4ekOB4aPku
niceee
Universens
Wohooo :)