We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.

tomtm

Forum Replies Created

Viewing 15 posts - 1 through 15 (of 56 total)
  • Author
    Posts
  • in reply to: Verge3d 4.6 and Javascript Obfuscators #72612
    tomtm
    Participant

    this service https://codebeautify.org works fine both for minifying and obfuscating.

    Hi kdv

    Thanks for the resource, it works !

    https://obfuscator.io/
    this also works, but only with Low Option preset you can set in a dropdown menu below the main editor.

    Greets Tom

    in reply to: 3D Buttons in VR are performance killers #72594
    tomtm
    Participant

    In VR mode, things like on hover or on click use a lot of performance if you use 3d objects like cubes or so

    Do you experience the same here https://v3d.net/qef?

    Hi kdv

    Ah I see, you added the controllers and vibration to it :-) how cool.
    The performance in the scene is quite well, drops sometimes to 83 frames.
    But I guess, it’s not so intensive like my scene with an animated character and 2 lights.
    I just see, if the buttons are out of view it’s nearly constant 90 fps in my scene.

    in reply to: 3D Buttons in VR are performance killers #72592
    tomtm
    Participant

    I have never notice any issues with degradation of performance on whenclicks on 3D objects vs 2D objects. You mentioned you have FPS drops when you use 3D objects as buttons?
    If you a simple scene with a 3d object and a simple hide object on click….this is causing FPS drops and performance issues? What version of V3D are you using?

    I’m using latest Verge3d 4.6 and Blender 4.1
    I have an animated Character in the scene with shape keys for face expression and also hair via
    hair cards.
    But even if I disable the keyshape animations, it’s not the thing which it drops the frame rate.
    It’s really the buttons.

    here is a puzzle how I puzzled the button funtctions.

    Attachments:
    You must be logged in to view attached files.
    in reply to: Force Browser for 72 fps for VR #72571
    tomtm
    Participant

    Hi kdv

    Ok, thank you for this information.
    I realized, that many games or other VR Projects availabe are running at 72 fps, which is better than have a display refresh rate at 90 and dropping fps even it runs most of the time at 84 -90 fps.

    in reply to: PWA offline app with .php calls #72435
    tomtm
    Participant

    Hi Tom,

    This is more about the offline mode than about PWA. PHP scripts are usually located on the remote server and the client (browser window) requests the server to execute PHP. Therefore if there is no Internet connection – no requests pass through, and PHP is not invoked.

    Thanks Yuri for clarify!

    tomtm
    Participant
    in reply to: Installing PWA on Meta Quest Browser? #72219
    tomtm
    Participant

    Hi Thomas
    Thanks for explaining, it sounds a bit too complicated for my (little) skills.
    Maybe Quest Browser will support PWA in future releases or ist there something speaking against? I also think it’s too complicated if you need to deliver the VR Projects in such a complicated way to the clients. So the only easy solution now is going over bookmarks.

    I just found this post, but so far it’s not really released.

    Thank you
    Tom

    • This reply was modified 1 month ago by tomtm.
    in reply to: Installing PWA on Meta Quest Browser? #72213
    tomtm
    Participant

    Hi visualizer

    No I haven’t tried to install another browser through sidequest, I didn’t know about this site :-)
    I just found this workaround, but I don’t understand what he is exactly is doing or if this makes any sense,

    Greets Tom

    in reply to: get the size of the canvas #72211
    tomtm
    Participant

    Hi kdv

    Yes, offset seems to work.
    Thanks a lot.

    I couldn’t see this parameter in the developer tools tab of edge.

    Tom

    in reply to: Strategy for shaders #72173
    tomtm
    Participant

    Hi,
    I checked several ways to get rid of the frame drops caused by compiling shaders.
    I have a project, which should work in desktop and in VR.

    My best results are: If I make something like an Intro (Poly-Plane with a logo ).
    Behind this plane I move all objects (so that their in the camera field) and unhide all hidden geos and groups , and after this set it to their starting state and position und hide the plane.

    Or is there another approach? Because it’s a feature just to compile what’s in camera view.

    I also tried the code discussed here:

    Frame rate drops when show-ing objects for the first time

    But it doesn’t worked. Maybe I placed the code in the wrong place.
    Or can I use this code with the Execute-Script Puzzle?
    If my Scene is called CarConfigurator would it be

    function runCode(app) {
    app.renderer.compile(app.CarConfigurator, app.camera);
    }

    Thanks Tom

    in reply to: Installing PWA on Meta Quest Browser? #72123
    tomtm
    Participant

    Hi Alexander

    I just publishef the default verge3d cube
    scene with PWA activated.
    While in Edge Browser on windows it apears to download and install, in the Meta 3 Browser I couldn‘t find any download and intstall button.
    Quest 3 Browser also looks slightly different in the screenshot above.

    Thanks Tom

    PS: I see huge potential using Verge3d for
    creating VR applications, compared to most XR
    websites promoted by Meta itself, working with Verge3d and corresponding app like Blender it‘s easy to get much butter quality in no time!
    I‘m excited!

    in reply to: Strategy for shaders #72058
    tomtm
    Participant

    Thank you guys for the tricks and codes, I will try it and let you know if it worked in my case.

    Thanks Tom

    in reply to: VR Haptics Feature Request #71456
    tomtm
    Participant

    Hi, we have this task in our TODO list already, stay tuned!

    Very cool.
    I really like the approach of verge3d, it’s all well thought out, compliment guys!

    in reply to: Animation Light Power looks too bright #71373
    tomtm
    Participant

    Hi, please check out Verge3D 4.6 pre2 to confirm the issue has been resolved.

    Hi Alexander
    I checked the light animation and there seem to be still a problem.

    01: if you animate the light from Power 0 to 300, it will remain black in verge3d.
    02: if you animate the light from Power 10 to 300, it looks almost like in EVEE.
    03: if you animate the light from Power 2 to 300, it won’t reach same intensity at 300.

    I attached the .blend

    • This reply was modified 2 months ago by tomtm.
    Attachments:
    You must be logged in to view attached files.
    in reply to: VR Controller Navigation (Quest 2) #71267
    tomtm
    Participant

    Dunno if it can be fixed, but i’ll kindly ask Alex and Yuri if they can take a look at this.

    we’ll look into this!

    Is there a way to trigger the vibration in the controller, for example, during the hover-over event or other events?

    I think it is possible but requires coding.

    Thanks for the link.
    Because I can‘t code and therefore I‘m evaluating verge3d, which is a super cool solution for non coders,
    this might be a cool feature requesr for the VR puzzles?

Viewing 15 posts - 1 through 15 (of 56 total)