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Joint base angle parameters, calibrated angle limits, new plugin defaults for TittyMagic, fixes and various other changes - full release notes on the Hub: https://hub.virtamate.com/resources/naturalis.33647/update/55820/ [video fixed!]

I'm pretty happy with how this turned out, and I'm looking forward to your thoughts!

One issue that I noticed with colliders that I'll just mention here, though it's not specific to this release: collision physics is a bit weird at high refresh rates, the joint oscillates back and forth much longer than at 60 Hz. No amount of dampening seems to fix it. This has been an issue with previous versions too, but I always use 60Hz physics rate and rarely test different physics rates (and when I do I might not be looking at collision physics specifically), so it's gone unnoticed.

It's very hard to balance the physics for different physics rates, so I'd suggest that for the best experience just use 60 Hz physics rate. The issue might be morphing related, since morphs are applied per physics update, and there's no similar issue with vanilla VAM breast physics... or it might be related to some damper parameter that I haven't found out about. It certainly isn't the collider damper since the issue is there even with the 10x higher collider damper in v1.2 compared to v.1.1. Anyway, just something to be aware of.

Next I'll be:

  • Fixing all remaining atom scale related issues in order to fully support any atom scale
  • Experimenting with the pressure and breast core rigidity implementations for v1.3

Comments

DelusionOverdosed

Oh... I usually run vam at 120hz with update cap 2. But I'm running with that setting cause sometimes at 60hz update cap2, breasts vibrates like crazy with some animations. It's not totally gone at 120, but gets much better than 60. I'm surprised that it should be better at 60.

everlaster

How's your frame rate, and are you capping your framerate with VSync or MacGruber FrameRateControl?

El Gallo

Bravo. What really impressed me was how large breasts interact with *each other* when moving really fast. Looked the most realistic I've ever seen it in VaM.