u/Mememan8

14.9k post karma · 2,176 comment karma · joined Jan 2012 · moderator

  1. 12points

    I made a VR mod for Talespire, a "VTT" software/game I use for my DnD campaigns (youtube.com) [Self-Promotion (Developer)]

    0 comments · source

  2. 4points

    Talespire VR Mod demo (youtube.com) [New tool]

    0 comments · source

  3. 53points

    Talespire VR Mod demo (youtube.com) [Unsupported Modding]

    11 comments · source

  4. 118points

    "What features would you like to see implemented in your ideal Fairphone? (i.redd.it) [Issue]

    81 comments · source

Mememan8

I haven't tried it with any multiplayer yet, but I imagine it would work pretty much the same (the fundamental way the game works doesn't change, just how the menus look and how the 3D environments are rendered. I think the one thing that might not work properly is that the extra animations from First Person mode might not show up on other player's screens (e.g. the flame power)

Mememan8

I'm not looking for any donations since this is mostly vibe coding and other people's work cobbled together.

There are a few bugs I need to fix, I need to add more weapons to the catalog, and I need to find some way to ensure all SteamVR setups will work (especially controllers other than Index controllers).

After that I'll put everything on Github with a Release and instructions on how to drag-and-drop into your existing Talespire folder to install the mod. This will be sometime in November I think.

I unfortunately won't be able to actively support the repo with updates and code review (I will try to fix major issues and address compatibility in my free time) but generally my hope is that people will be able to take the source code and customize the mod to fit their use-cases.

Mememan8

The short answer is that I relied on BePinEx and this repo:
https://github.com/Raicuparta/uuvr

TaleSpire doesn't obscure its .dlls (makes modding very easy) so I installed BePinEx, pointed Claude Code at a copy of the uuvr repo, and after one prompt I had the VR view working (everything after that was just adding features and finding the best ways to have the keyboard/mouse functions translate to the Valve Index controllers with way fewer buttons.

If Tilt 5 works with SteamVR at all then you could probably get it running that way (if not, I'm sure there's an easy route to connect this mod to that Unity SDK)

Mememan8

About 35cm high (200% scale)

Mememan8

Got mine! (UK). Great timing as I was just about to start another Stargate campaign with friends (only had the PDF before)

Mememan8

It's not a new version, it's the same Skyrim VR release as before

Mememan8

I thought you meant the Blue Team from Team Fortress 2 and I was very confused at people's answers for a sec

Mememan8

AI text

Mememan8

Thanks! I'll see what options are available for Skyrim and see if I can replicate somewhat. Getting DLSS 5 to run at 72fps on my Meganex, even with heavy upscaling, would be amazing

Mememan8

Corporations don't need customers at all, only investors. In-universe you're motivated to be a big-time investor in something like Arasaka because without that protection and potential influence, who knows what might happen to you. With Arasaka shares your wealth is safer than any other investment because a whole lot of bad shit would have to go down first before Arasaka's influence takes a hit, and really who wants that (besides maybe a few special interests).

If you have voting shares at a big corp, even if you don't really care what day-to-day operational decisions that make you also potentially get an "in" with the most influential industrialists in the world.

Mememan8

Unless your ghosting is actually screen tearing, it will only be improved with higher fps. People are experimenting with having DLSS5 run on a smaller render resolutions before upscaling right now, so maybe stay tuned to see if there's any progress there.

I'm assuming after the official release of DLSS 5 the performance of these injectors would improve somewhat? On the whole it's going to stay experimental for a while I think

Mememan8

AI?????

/j

Mememan8

I don't know if this is what you're asking but it would run locally on your PC rather than rely on a cloud data center somewhere else. And it uses less energy than a GenAI video generator would, at least frame-per-frame.

It's using more electricity in theory versus not having it turned on, like enabling ray tracing or a higher rendering resolution would, but if you were already maxing out your GPU in a game and then you turn DLSS 5 on top then it's not going to be a big difference. If you were using a fraction of your GPU on a less demanding game then you switch it on then yeah your household energy usage will go up.

It's hard to say if it's "bad for the environment" outright or not because the dose makes the poison. People are comfortable saying that GenAI video generation is bad on the whole because it uses a ton of energy and water compared to the utility of its average use-case (facebook slop/clickbait videos, disinformation, flooding social media with nonsense to game the algorithm). With DLSS 5 we don't know what the final implementation will look like in most games, to what degree it will replace traditional more efficient techniques in future games, or in general how much energy it will end up using.

I imagine it won't be too bad for the first few years because not many people will have a gaming PC or cloud gaming account which can actually run DLSS 5, unlike with ChatGPT, Nano Banana, etc. which anyone with a browser can start cranking out content with with no feedback on how much they're wasting, but in the future we'll see.

Mememan8

Right, this is the exact same .dll that was leaked from NBA 2K

Mememan8

The effect from the model does include a sort of ambient occlusion, but there's also an "intelligently" applied tone mapping which is the part I find compelling.

With the middle-strength settings I ended up using after this test (about half the intensity shown) I think about 2/3 of the character faces ended up looking good to me and 1/3 were yassified, like the elf bards. You can turn off the effect on people entirely and just have the environments be affected, which is nice

Mememan8

I did at least get it to 45 fps with some tweaking later.

Also my headset is 4K per eye so on an Index/Quest/Bigscreen with lower res this might be more doable in the future

Mememan8

In further testing I managed to make that box mostly invisible by tuning the Gaussian blur and edge feathering settings.

It's also possible to make the box 99.9% the size of the total view so the neural rendering applies everywhere, but that comes at an even bigger performance cost (especially at 4K per eye, although it might be more doable at Quest/Bigscreen resolutions)

Mememan8

You can at least turn off the people effect by setting the 4th slider to zero, so it only affects the environment

Mememan8

In this modlist shown it's Home, and in my MGO instance it's End. Maybe something is misconfigured on your end? There must be a way in the files to edit the shortcut

Mememan8

Strange, all I really had to do was replace my old Community Shaders instance with the Open Shaders fork, put the DLL in the mod folder location, then mess around with some settings in the Open Shaders menu.

Do you have a 40 series card? And are you applying the neural rendering in a subset of your view?

Mememan8

I have a water cooled 5090 which helps a bit, but yeah long term I may need to beef up my cooling. Usually when I play VR I have a fan blowing from the corner of my room (for comfort and to help orient me) and so I've been using that to get some extra airflow where my GPU radiator exhausts from.

Although one time I went to touch the power button on my case after I was done and it was crazy hot