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Hey Gearheads!

Let's get right into it.

What have we been up to?

Website www.vranimeted.com 

We've been constantly tweaking and improving the stability of the website and updating the content.  We have 100 VR Videos 🥳 and 203 gaming releases.  The membership system works great.  With Tier1+ your access is auto-linked to the site.  Accounts can be manually added too and it's a great way for everyone to view all the content available with picture and video previews of all the VR Video content and previews coming for gaming content.

VR Videos

We've been keeping things fresh by rotating through different artist, genres and styles.  We've successfully tested the new anime style in a release coming out this week.  We've also made a lot of progress on Eromancer.  The desktop version is done aside from the last scene and the VR version is halfway rendered.  We ran into some timing issues, but we're working to sort that out.  Once that's all rendered then we'll be putting the polish to Korra which is our best feature to date, but not quite ready for showtime and timing-wise needs to come after Raven's release.

What's coming?

Unreal 5

Why is this a big deal?  We'd already been considering Unreal as a quick and easy way to get high quality one-shot gaming builds.  When the demo version of Unreal 5 came out it included the new nanite system.  Basically its background optimization to the max.  Which means more character detail and higher FPS.  I'm testing the Alyx scene with it right now for the Quest.  So hopefully there will be regular quest content coming into the mix soon and if cross-platform is easy for Unreal, then a desktop VR and Non-VR desktop versions as well.

Huntress Hole

Our white whale at this point lol.  It takes a lot of time, focus and effort to work on this solo, which is why a big focus of June was on video content.  Now we should be far enough ahead on that to really dive back in.  I have some ideas on how to push things forward and start trickling out releases.  I might even start with an empty scene, just so you guys can start testing the locomotion system.  Once we get past this first big hump, then things should really start to come together again.  I considered moving the project to Unreal, but the kind of interaction I have planned and my knowledge of how to make it happen still makes Unity the best suited for it, but there have been continual upgrades to the shader we use so it should help the character still look pretty awesome without needing the Unreal bells and whistles.

Thanks again for a great June!  It's been one of our highest months and we'll be using those extra funds to bring in help with the Huntress Hole as well as add some variety to the voice actresses for the videos.  I'm looking forward to an even better July with more big releases dropping!

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