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VaM Hub

The VaM community has grown significantly over the life of this project, and with that growth, a new way to connect and share VaM content is clearly needed. At project launch we used Reddit as a way for the community to connect and share. Reddit was never ideal, but it was better than nothing. More recently, the official Discord server was added, and this worked a bit better allowing content to be put in different channels, but Discord has its own issues for content sharing. Content is still externally hosted on other share sites, and it is hard to find popular or well rated content. Older content quickly gets lost in an endless backscroll. 

With that, we are happy to announce VaM Hub, coming soon! We have taken the last month to work on VaM Hub, a new site that will be the central place to share and find content and connect with the community. We offered early access to the Hub to many VaM content creators to try out, give feedback, and seed the site with some content. A key feature of the VaM Hub is a dedicated section called Resources. This resource section will allow upload of content by creators and distribution of that content through a global CDN for fast downloads. Each resource has an overview page, an updates page, a reviews page, and a dedicated discussion thread. The Hub will also have an extensive forum section for connecting with the community. Some other Hub features: media gallery, guides, and Q&A forums.

The VaM Hub will not replace the official Discord server, as Discord offers real-time interaction and a unique way to connect and share with others. We are looking at ways to connect the Hub and the Discord server so they can work together in beneficial ways.

We will officially launch VaM Hub to the public before the end of May.

1.20 Plans

The plan is to release 1.20 before the end of June, but please treat this date as a goal, not an absolute! Some of the planned features:

  • Hub Integration - browse and get content from within VaM itself
  • Auto-download system - the new var package system introduced dependencies. This system should allow getting those dependencies automatically if they are publicly accessible (either on Hub or via registered link).
  • Improved new user experience - VaM is intimidating to new users (and often to experienced users!). We're aiming to make this better. 
  • Scene wizard - this system will allow making new scenes quickly using a mix & match approach. 
  • Many other tweaks

2.X Plans

2.X will get nearly full attention after 1.20 is released, as mentioned in previous updates. 2.X is a near entire rewrite of 1.X featuring a completely new version of Unity, a new rendering system (HDRP), and a new fast physics system that will allow more detailed and accurate interaction while also improving performance. Some of the 2.X rewrite is already complete, but there is much more to do before an initial release. Early alphas of 2.X will be released when feasible, and it is planned to release multiple alphas in 2020. We can't provide exact details yet since getting the first alpha out will require months of dedicated work due to the huge scope of work required. We are taking everything learned in 1.X, including valuable community feedback, and applying that to make 2.X a much better platform. During the time of 2.X development, 1.X releases will be more sparse due to the need to dedicate most of our energy to the next generation. We will post regular updates as we go to keep you in the loop. Thank you for your understanding and support in this manner. 

Meshed and Team

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Comments

Anonymous

Thank you Meshed and Team for the hard work and dedication for this passion project. You guys always provide excellence.

PixelPorts

Amazing update!!!

Anonymous

That's great to hear. Will 2.0 rely more on the GPU vs the CPU for performance?

meshedvr

The plan is to utilize both, similar to 1.X, but more efficiently and utilize more CPU cores. 1.X has main thread bottleneck due to Unity Physx requirements. 2.X will eliminate this bottleneck.

Anonymous

Cool, will there be a filter for free vs paid content on the Hub? Edit: Nevermind I see there is a free/paid filter in the picture

meshedvr

Yes. We even put in early-access support where resources can be moved to free after early-access expires. It is easy to hide content you don't want to see.

Anonymous

hi, is the hub to replace patreon , or it will another way to promote author?

Anonymous

Further proof that the development team has their heads on straight and has their users best interests in mind. Keep up the great work, this all sounds great.

Anonymous

is the hub a "store" for authors to put their creations (like patreon or daz you take some money % ) and user must logi in vam with the hub login in order retrieve scene, morph, look (do you will plan remove/check every asset not in hub but in local vam as well)?

Anonymous

do you plan to put a public discord button on hub or you will make the discord channel private? (once the forum is up)

Anonymous

do you plan to enforce childish look/face regulation on hub( some author seem to have look kinda underage head mostly)?is all genre could be filtered (hentai, man , women, futa....)?

meshedvr

Hub is just a place to go to get content that community has made. It is not replacing this project or any other Patreon project.

meshedvr

No it is not a store, but we are providing a way for content creators to link to Patreon or other paywall content, but these are put into their own categories (you can see a glimpse of this in the screenshot above). The hub is there to promote all types of content: free, early-access, paid (via external link)

meshedvr

I don't have specifics of how Discord integration would work, but it would be optional if you want to link or not. Most likely, a bot of some sort would just post links into Discord channels on the official Discord channel when new content is released.

meshedvr

The hub will be pretty strictly regulated to stay in legal bounds. I've been consulting with lawyer on exact terms. There is option to be able to filter content you see from media gallery (futa and LGBT+). Resources are not filtered due to issue with needing too many categories to accommodate.

Anonymous

So exciting to see and witnessing how VaM community is growing and improving.. Future is VaM..

Anonymous

Speaking as a content provider, have you decided on what will be the base model for 2.0, Will it be Genesis 8 or 3. I'd like to start building my assets a few months before release, ion preparation for 2.0

Hello Guys

I hope the new user experience is something like easymate

Anonymous

This all sounds very exciting.

Anonymous

Yes please.

Anonymous

This is all great news. Not because of any particular novelty introduced or announced, but because it shows the vitality of the project. There is one particular issue that I can single out of all the exciting delevopment that, in my view, has the potential to greatly impact the value to users of VaM. Clipping. Please work towards ridding VaM of clipping. Thanks.

Anonymous

Is there any development plans for exporting scenes in Vam as VR video?

Anonymous

Long time lurker here, just wanted a request in terms of VAM hub: the ability to tag and filter in or out content that is behind a paywall, or relies on content behind a paywall.

meshedvr

Clipping with sim clothing is due to physics limitations. 2.X goal is to improve on the collider granularity which should lead to greatly reduced or eliminated clipping.

meshedvr

Yeah it already has that. You can sort of see that in the image above.

Dan

Is Easy Mate going to integrated with the new VAM Updater?

meshedvr

No. Easy Mate is very large in size and includes community content that we don't have direct rights to distribute. While it might be possible to track down every contributor (there are dozens if not more) and get rights, this is not the direction we would like to go. We are moving to modular addon/package system and the Hub to get content. Instead of getting 20GB of content all at once, VaM integration with Hub will allow you to browse and download content from within VaM itself.

Anonymous

Awsome!

Anonymous

Out of curiosity, how are you gonna deal with storage ? We're gonna get a base quota ? More or less if we are creators or simple users ? Another solution ?

meshedvr

I may set limits, or give warnings to users submitting a large amount of data, but the files themselves are stored on essentially unlimited S3 storage space and delivered over CDN to users.

Anonymous

Is this compatible for MacOs?

Anonymous

Will the 2.x version also improve the CPU performance of third party scripts? I have a i5-7600K and RTX 2070 Super with a Valve Index, and moving my head in VR is fine when there are no or very simple scripts running. But when there are 2 or more people present in a scene and something like the e-motion script is running, whenever I turn or tilt my head or move with the thumbsticks, there is severe jutter. It's all perfectly find in desktop mode. I'm well aware that my CPU is a bottleneck in this case, but this is the only software where I've noticed that bottleneck, and I've already turned all the settings down to low, but that just seems to make it easy on my GPU.

Anonymous

Question regarding 2.x (appreciate you've alluded to this already in an earlier question).... Can you elaborate on the multi core/thread capabilities of 2.x? Will v2.x take advantage of the huge performance gains available with the multi core/thread Threadripper CPUs, or will single core/high clock speed still be king?

meshedvr

3rd-party scripts could easily cause performance issues and that is not something that can be fixed without the plugin creator reworking their own code to perform better.

meshedvr

We plan to utilize Unity's DOTS system (an amazing way to multi-thread game code) as much as possible, and Unity itself is quite capable of multi-threading many things even without DOTS. 1.X actually has a decent amount of multi-threading going on, but there is a main-thread bottleneck that ultimately limits FPS in most cases. We are removing this main-thread bottleneck in 2.X, which will then allow all the other cores to be more fully utilized. We also expect to be able to scale better based on your hardware, meaning there will be more user preferences to allow better balancing performance vs quality.

Anonymous

Will the base mesh still be Genesis V2?

meshedvr

We are moving on to newer models in 2.X, and we may support multiple.

Anonymous

I would like to see an option to hide person control nodes. Just like you can hide other atoms. It would make it much easier to select them. Too many controllers near the hip area now.

Anonymous

Hey boss! I see June is nearing it's end! How's the 1.20 release coming?

Anonymous

Also one other thing I've noticed that *sucks*. When using a laptop with a touchpad and an RDP connection to the computer running VAM - navigation using the right-click function of the mouse doesn't work. At all. And, because there aren't any "look" keyboard commands (that I could find), my *only* way to look around a scene is by clicking on what I want, and then spamming "F" to focus on it. Would be *amazing* if you could add support for the arrow keys to allow panning the camera. Or heck, tell me how to create the keymap, I'll do it myself. ;)

meshedvr

Hit Tab - this puts you in mouse look mode. WASD also work in this mode. Hit Tab again to exit this mode. You might also be able to configure your touchpad to emulate right click using 2 fingers or something similar.

Anonymous

2 months for nothing...!!!

Anonymous

Take your time. I can't even begin to wrap my head around this stuff. Looking forward to new UI especially.

Anonymous

Chicks hate guys that get ahead of schedule

Anonymous

I know its hard, but please make friendly and simple to user