Reality Mixer - Mixed Reality for VR headsets - Ray
This May 2022 update provides:
Activate by Gaze Angle: Look straight at a camera box to make it visible. Use this activation method with seated games where you have things on a table next to your seat. The activation angle and optional activation delay can be configured. Using an activation delay means you have to look at the object for a second before it starts to show itself, to prevent accidental activation.
Activate by Button Press: Press a keyboard, mouse, gamepad, HOTAS or racing wheel button to turn on/off a camera box.
Floor Viewer: To quickly see the real floor around your feet.
Lap Viewer: For use with seated experiences such as Big Screen. Lap Viewer can be used for quick glances at a normal (untracked) keyboard on your lap.
Slider for camera brightness adjustment.
Slider for camera contrast adjustment.
Toggle for using transparency instead of static (white noise) for areas the camera can't see.
Floor Viewer and Lap Viewer both use Gaze Angle Activation by default, but could use Proximity or ButtonPress activation as well.
If you have any questions, remarks or ideas, please share.
First off, thank you to all the supporters and feedback - both positive and critical, it is invaluable for us as a team to improve the tool.
EzBench started off as an idea for a "Furmark" style benchmark based on Unreal Engine 5, a proper stress test for GPU and thermals.
We apologize that this might not have been immediately clear to everyone, but as the masses wish: We are continuing to develop this, both as a stress tester and a more traditional benchmark that most people are used to.
Our future plans include engine showcases and more scenes, physics tests and more. Meanwhile, to help with making the current benchmark scene more accessible to people we've made some adjustments that will improve performance by 20 to 40%. A note here: This was never intended to be a optimized showcase scene, but a extremely heavy load scene, and as such these will be the last optimizations to the "Island" scene. New scenes in the future will be different and optimized.
We apologize that the current update is somewhat large. This is due to changes in the texture system, and as such there is no way around replacing them. For stats: 1 8K Material with 3 textures is usually around 1 GB of data before packaging.
- Overhaul of UI. We will improve on this in the future. We don't have an UI artist on the team, yet.
- Several new modes added:
- Loop Mode for Prolonged Stress Testing. - 1080p, 1440p, 2160p, 1440p 21:9 and 1440P 32:9 - Verification and invalidation of scores. - Optimization changes. Note: This remains a STRESS TEST. This isn't meant to run 60fps. - You can now cancel benchmarks mid run.
The traction we got with EzBench really blew the ceiling... In fact, the entire ceiling went poof. What used to be a magical island in a cavern is now on the open seas. Some minor scene adjusts has been made in other places.
Added: Polish localization, provided by ZygZagDev! Thank you!
Added: Action to push selection against existing tiles, relative to the cardinal axis of the crosshair that the camera faces. This is useful in cases where you want something to sit flush against a surface, and the surface may not sit exactly on the grid. Press / key to perform the action. You can also rebind it by going to Edit > Buttons > Edit Mode > Push Against. This action can also be accessed in the Transform panel.
Added: Option to keep Sticky tool proportionate to the tile selection. Settings > Draw Mode > Sticky Edge Proportionate.
Added: Lambert material type. Shading is calculated using a Gouraud shading model.
Added: Action to straighten vertices relative to the tile they belong to. This results with the tiles becoming flat, facing the direction of a triangle's face normal or an average of both triangle normals if both vertices are selected. Right-click > Vertices > Straighten relative to their own tiles. You can also assign a shortcut key to this operation: Edit > Buttons > Edit Mode > Straighten relative to their tiles.
Fixed: If a Prefab Object was selected in the Scene panel, it would fail to export gltf objects without embedded textures.
Fixed: Couldn't select collapsed tiles that had an L shape.
Fixed: Using touchpad pinch gesture to zoom would cause entire application to resize.
The top 3 will win instant access to the BETA build of Zapling Bygone. The winner will also get their name in the credits of the full title.
A leaderboard will be maintained throughout the event and will be located here.
To submit your run you will need to post your full unedited clip of the run on this thread.
GOOD LUCK!
RULES
In order to get on the leaderboard you will need to submit a full unedited clip of the run, uploaded and watchable online. (Youtube videos, twitch clips, whatever.) As long as we can verify that it is legit then we will consider it.
Runs will need to have "speedrun mode" enabled. This will display an in-game timer.
Only clips between June 13th and 20th 2022 will be eligible. (same timeframe as Steam Next Fest)
Any clips recorded using older game builds will not be elligable.
In-game glitches can be used. With the exception of the below.
Certain glitches may not be permitted at the discretion of the dev team. These will be communicated in this thread. (This will be to ensure the competition remains fair and fun.)
Any external hacking or modding tools are not permitted.
Dev team reserves the right to disqualify any run for any reason.
-Max stamina no longer resets upon death -Fixed issues with cocoons spawning objects in walls -Cocoons can no longer spawn on top of each other -Objects can no longer clip through walls -Shopkeeper can no longer block off rooms -Geodes can no longer have attributes causing them not to stack -Same items with different attributes now swap correctly in the inventory
======== CHANGES ========
-Fullscreen minimap is now opened with the 'C' key, so the steam overlay does not open while trying to open the map while running -Ladders are no longer activated by clicking on them -Stamina bar is not as dark when disabled -You can now change slot by clicking on it on the hotbar