The bad onboarding isn't the reason we don't see more elaborate worlds. It's just not economically sensible to spend the time required to make complex worlds.
Another huge issue is creator RETENTION. The people with the knowledge required to make these worlds are simply leaving.
Posts by Kat
Another detail is that U# was created by a community member. Which imo makes the whole situation even more ridiculous.
Today I improved GPU Grass with a feature I call "batched instancing". It builds a grass batch at runtime and instances it.
No world size increase, less GPU memory usage, runtime grass amount control, and better perf.
144 FPS with 11.2M grass triangles visible to the horizon!
Is this modded Minecraft, or a VRChat world?
I wanted to play around with procedural generation in blender and ended up discovering the amazing YouTube channel "Alaskan FX". I highly recommend checking them out!
Just finished Open NID's release. A new open source tool to help get past that pesky "IVRCSDKPreprocessSceneCallback" error from the VRChat Worlds SDK.
Can automatically fix Network ID Conflicts upon Build! And manage your Network IDs in a Scene.
github.com/BobyStar/Ope...
A whitewashed pub wall, with mortar standing proud of the stones.
When I found a pub with an inverted normal map. (If you understand what this means, you have to repost.)
Insanity
If anyone wants it
Escher matcap
Go for it!
VRC Light Volumes v.1.0.0 released! A VRChat asset that brings nextgen voxel based lighting into your worlds! Get it here for free on my GitHub: github.com/REDSIM/VRCLi...
Testing Kitkat's Floating Origin tool, which means I can visit my floating island in space without my UI shaking apart
#VRChat_World
I wouldn't say fixed, it's more like a workaround with many drawbacks. But in some worlds those drawbacks might be worth it!
I don't understand how it's possible to spend so much money to make something this lackluster.
Where can I buy this? :3