The Resonance/2024-11-17/Transcript

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This is a transcript of The Resonance from 2024 November 17.

This transcript is auto-generated from YouTube. There may be missing information or inaccuracies reflected in it, but it is better to have searchable text in general than an unsearchable audio or video. It is heavily encouraged to verify any information from the source using the provided timestamps.

0:00: should be up I'm going to post the

0:09: announcement hello hello let's see we get people in there I need to move this one a little bit so I can read

0:17: it hello do we have people on the

0:24: stream hello can you hear us can you hear us hello

0:35: just going to wait for some people to come in oh there we go we got one person got one

0:42: person hello hello shush uh there probably going to be a bunch more people kind of coming in in a

0:52: bit some people to Pile in yes how we we go to get more people

0:59: hello spring call got a bunch more people piling in hello and welcome

1:07: everyone so this is uh this is the first episode of the resonance uh that's like

1:13: a new podcast that I'm starting um it's like a mix between office hours where you can kind of you know um ask anything

1:20: about aite you know like whether it's a technical thing whether you want to ask like more broad questions you know more

1:27: kind of open-ended as well uh but also like I have like C with me uh who's our engineering intern we of times you know

1:34: like talking about like resonite and uh you know talking like you know about a

1:40: cool technology talking about VR talking about like you know um big Vision like

1:46: you know behind our I like where do we want to like you know which direction we want the platform to head and so on so

1:53: um depending on how active we are with questions we're probably going to you know talk like between the each other

1:59: and kind of you BL like a um you know dis places um we see a bunch of people

2:05: kind popping in so hello everyone um s dust sprinkles apexx AI uh lexo Grand

2:14: fuzzy uh je Forge Alex DPI Jack uh Ando hello welcome everyone um

2:23: could also request uh uh the chat before we start since this is the first one I'm

2:29: just going to tuning things a little bit um uh is the Audio Level okay on your

2:34: end can you hear me fine and Sarah can you say something can you hear me okay

2:41: guys let let me know if I can even need to adjust the levels a little bit they look okay like on the on the OBS side

2:48: but uh sometimes it's a little bit hard to tell oh oh my public it's public thank

2:56: you we should we should maybe not do that yes I should have checked that thank you for

3:02: letting us know surprisingly nobody joined someone hello uh I do have like

3:08: one more request um uh for questions uh we have a thing here that's going to um

3:15: show the questions so we like you to make sure we don't miss them what you need to do is when you ask your question

3:21: make sure it ends with a question mark and it's going to pick going to get picked up uh would anybody in the chat

3:26: be able to uh perfect I have a question snop it perfect it works thank you

3:34: grand um great thank you so everything

3:39: works uh so with this like we got a bunch of people in there um I think we're like ready to start so hello again

3:46: everyone I'm FKS uh I have S with me our engineering intern and this is the first

3:51: episode of the what we calling the resonance um the idea is like this is going to be a mix of office hours so we

3:57: can like you know um ask anything about resonite uh whether it's a technical question whether it's like you know more

4:03: philosophical about the platform whether it's like you know more specific or open ended and we'll try to like ask the you

4:11: know answer those questions as best as we can uh but we also going to like you

4:16: know talk a little bit more in you know broader terms uh what is the direction of the platform what's like you know the

4:22: Big Ideas behind it uh because we don't want to keep things you know just kind of like you know to the wire where it's

4:29: like you know dealing with indidual technical issues but also like what are sort of you know the driving forces like

4:35: what what we want the platform to do like you know in general irrelevantly you have any kind

4:41: of specific features um so with that we can we can start uh you know uh answering questions

4:48: and if there's like you know if there's like not too many of them like we can like you know just talk about

4:53: things um we already have like a few questions popping in uh trck is asking

4:58: uh are you using uh my chat I'm actually not like I I uh I don't know where I

5:03: saved I was kind of looking for it before the start and I was like oh I can't find it so I'm using a little bit older one um I'll have to procure

5:11: it uh then oie is asking of course is glitch cute yes he's cute uh it's proven

5:18: right here on the stream uh gr K joke is mayonnaise a per flx

5:24: note No but like there's I actually have I have a list of it is for April Fools

5:31: and there's a food related um protox node in there that might pop up at some

5:37: point maybe is mayonnaise a prolex node question is what would it do if it's

5:43: like you know prolex node because may like that's going to be a data type that is

5:53: true or would it Pur like mayonnaise or maybe like maybe you have like a number

5:58: of inputs like you know you need to input like eggs you need to input like actually I don't know what it goes into mayonnaise I think egg is in there we we

6:05: have the The Leaky impulse bucket maybe we could have the Leaky mayonnaise

6:12: bucket we need mayonnaise outputs yes but yeah that's uh hopefully

6:18: that answers your joke question with more jokes uh then we

6:23: have sorry oh no go ahead I I was just going to read Jack if

6:29: that's fine okay Jack says I have a pretty broad question but I assume it's going in the

6:35: same direction you're already heading where do you want to see resonate positioned within the vr/ social VR space ah this is a good uh Rumble

6:43: inducing question um I just like a few things L on it like one of the kind of

6:49: like big ideas of this platform is that like um is built of like you know

6:55: multiple kind of layers and at the base layer you have uh things like automated

7:01: networking like everything you build even the engine itself you always get like you know everything synchronized by

7:08: default like you don't even have to think about it um everything's you know potentially persistent you can save

7:15: everything you know into inventory like you know into the cloud on your hard drive everything that you get on the

7:20: platform you can persist and the way I kind of see it is like you know like once you have this kind of layer you can

7:26: start building on top of it so we also have like you know layers for you know working with various devices like you

7:32: know various interactions like grabbing stuff touching stuff you know pointing at things and those are things that um I

7:41: feel like you know like important to kind of like you know solve really well like do them like properly uh because

7:48: when I started my work in VR I was doing a lot of sort of um you know disparate

7:53: like applications where one Applications had like you know these features and supported this hardware and the other

7:59: supported these things and this other hardware and sometimes I was like I would like functionality from this one application in this other one but like

8:07: it was kind of difficult to bring them over plus I would also find myself you know solving the same kind of problems

8:14: like over and over um you know for example being able to grab stuff um so one of the driving

8:23: forces was you know to create sort of a framework create like a layer where everything's part of the same shared

8:31: universe and sort of like you know build like a pretty much like an obstruction

8:36: layer um it's kind of analogous to like if you consider stuff like programming

8:43: languages where the really old ones you know like you had like assembly programming and you have to like do a

8:48: lot of like you know stuff like managing memory like you know like if like where does this stuff and managing your stack

8:55: and doing a lot of kind of like manual work to like you know make sure the state of everything is correct and then

9:01: came like you know higher level programming languages where they would essentially do it for you and they would

9:06: let you focus more on the high level what do you want to do what I want like personally what I

9:13: want like you know resonite like to do in the like you know the VR social space is do like similar kind of paradigm

9:20: shift for um you know applications where no matter what you build you always have

9:27: like a you always have real time collabor you don't even have to think about it um you can always you know

9:33: interact with multiple users uh and you always have like you know persistence and you always have like integration

9:38: with lots of common Hardware um so to me like the social VR

9:45: layer it's almost like you know it's the basis you always have like you know the social stuff like you can you know join

9:51: people you can talk with them you can be represented as your avatar but then uh everyone can build lots of

9:58: different things you know some people will just socialize some people will play games but some people will you know

10:04: build like a virtual Studio you know maybe they want to produce content on here maybe they want to produce like

10:09: music maybe they want to program stuff and they're able to like use um resonite

10:16: a sort of framework to do that and um kind of share like you know whatever

10:22: they make like with other people so like if you're good at building tools you can make tools you know um you know like I

10:29: mentioned for example producing music say somebody makes really cool tools now other people who do like to produce

10:35: music can take those tools made by the by the users and because they exist within the same universe you can build

10:40: your own music studio and you have all the guarantees you know that I mentioned earlier video

10:46: music studio can invite people in and collaborate with them no matter where they are you can you know save the state

10:52: of your work or maybe say you can make a really cool like you know audio processing filter or something you save

10:58: it you can share with other users and it kind of opens up you this kind of like interrup and I want like resonates to be

11:05: General enough where you can build like you know pretty much any application you

11:12: know like whatever whatever you can kind of think of um you can build on here and

11:18: get those guarantees kind of similar you know how you have a web browser and web browsers they used to be you know just

11:25: browsers for websites but now we have like you know fully fledged applications you have like um you know you have your office set

11:31: like you know if like Google Docs uh there's version of Photoshop there's you know we can play games there's like so

11:37: many applications on the web um that like it essentially becomes

11:42: like you know its own operating system in a way and I wonder as to kind of do

11:49: similar thing where the platform itself it's like the analog of the web browser

11:54: you can build any kind of application in it but also you get the guarantee

11:59: of the automated networking of the persistence and of the integration like with the hardware and and other things

12:05: solved for you so you don't have to keep solving them so that's that's pretty much like you know in Brams like where

12:12: what I want there I to do so I hope that dble can answer that question

12:17: well I think it I think it I think it answered it pretty good it's kind of like

12:23: um cuz um when you were talking about this I was thinking of you know way like

12:28: way way back um before like we had any sort of like proper like type of game

12:35: engine you know you program all of your code all of your games you know you would just program them raw you wouldn't

12:41: you didn't have Unity you didn't have unreal and if you wanted to collaborate with people you know you had your

12:47: immediate vicinity of like the people who you lived around um and then now you

12:53: have like game engines and stuff which you know integrate a lot of the typical stuff that you would need to make a game

13:01: um but you know you're still limited to basically working you know over a Skype

13:08: call or again with people you know close to you physically but

13:14: now this is kind of like a layer on top of that even yes where

13:19: um now you know as social creatures we kind of we don't really have something like

13:27: this in that sort of space and now we do and being able to have that same sort of

13:32: collaboration like you could have in in real life you know with people working next to you you can have from people who

13:40: live a thousand miles away you know across the entire world and you can work

13:46: as if you were yeah you can work exactly as if you were right there and a lot of the things that you'd expect to work

13:53: just kind of do like oh you can see my context menu when it comes up you can see this in Spectrum opening it's just

14:00: like you know putting a piece of paper down on a table and working on it with

14:05: someone standing right next to you yeah yeah that's like a really good point like uh like there's actually another

14:11: thing you know that I've seen that like inspired me is like you know seeing like engines like unity and unreal because it

14:19: used to be like when you wanted to make a game you pretty much have to build your own engine which is like you know on itself this big undertaking they need

14:26: like bigger Studios but then game engines you know came out they were like more generalized and what essentially

14:34: did they kind of you know they they raised the minimal bar like where suddenly everybody has access to a fully fledged game Manion and it's no longer a

14:41: problem you have to you know solve on your own and now we have like you know small Studios like even just individuals

14:49: who are able to build games and applications that previously would take like entire teams of people to do and

14:57: what I like see as night is is like you know doing that same thing like just

15:02: kind of pushing it even further where we like you know go from the game

15:07: engine um where we got know from from just the game engine instead of like you

15:13: know where you don't have to like you know worry about stuff like you know graphic like you know making a rendering pipeline making a system like you know

15:19: for updating your entities and so on now you have additional guarantees like you know the real time collaboration

15:26: synchronization persistence that's all just going of come for free and you don't have to solve those problems and

15:31: you can focus even more of your time on what you actually want to do in the social VR space what do you want to

15:37: build how do you want to interact so this definitely definitely like very

15:42: good point too with you know game mentions yeah um I think we're probably

15:49: going to move to the next questions because we can R this one a bit um uh so

15:55: we have a I think that one ahead but I think can answer that one pretty

16:02: terally uh so next we have a Shadow X food related appful joke shocking I know

16:08: is it uh next we have uh Mr deop uh 1 2 3 4

16:16: 5 six uh what are some bugs where we have said it's a feature oh there's the one that like

16:23: immedately comes to the Mind actually sorry able to demonstrate it is the fast Crouch one you know like when you can

16:31: can you can you can you there we go this like this is technically a bug there's a

16:38: bug report for this but I'm like we need to fix this one in a way where you can

16:44: still do this because it's just it's just funny and like you know it's it's like the language of desktop

16:52: users it's it's it's a b we're turning into a feature so I think it's a good

16:57: example of one do you have any like that you can think of

17:02: yourself oh there there have been so many updates that I I can't think of any one in

17:09: particular the obvious one I guess is Bob three all which is just a typo but oh my good he is I mean it was more of a

17:16: meme feature it's just kind of like you know like an e stke but yeah

17:22: um yeah like there's so much stuff that I don't really remember but like this one is definitely like this this this

17:29: one comes through to mind this there's been a bunch of others but um I I don't

17:34: think I can think of any others myself so next we have Alex 2pi I would

17:41: think that may we going with a food thing I would think that mayonnaise would be a way to package information by

17:47: con coting a mayonnaise oh like it's mayonnaise like a rapper type h it's

17:54: like kind of like a noble except mayonnaise kind of like um kind of like a like tar gz where it's like two layers

18:01: of like packaging where one of them is the package and one of them is the compression or something oh it's more like even how we're just going to so

18:09: mayonnaise is a container format we just kind to like it's like

18:14: like you can contain other things in it that

18:19: Mayo so next we have a grand K have you thought about other ways to get audio

18:25: video out of vers other than simply mirro display of camera and the audio output of resonite it's quite jarring to

18:32: hear frugs non specialized and the S specialized as well as having iners specializing of

18:38: Cyro that camera P would suggest actually let me I'm actually going to turn Cyro into broadcast uh that should

18:45: make things easier for this you can also like set the audio source to I know be

18:52: like from the camera I know but that that messes with my head too much um

18:57: okay but yeah like I'm just going to and broadcast for now so it's easier for the stream however uh I do actually have

19:03: like answer to that question uh so one of the big things that we're focusing on right now is you know a big performance

19:10: upgrade and actually I think I've seen like a question so this might answer some of the too um is doing a big performance upgrade uh the two big

19:18: things that need to be done well there's actually one more but the two big systems that need to be done um is uh

19:26: particle system which is being worked on right now now and the audio system uh which s actually like has been working

19:32: on a part of it for like a doing like a reverb system um those two systems

19:38: they're the essentially the last two big systems um they are sort of like a

19:44: hybrid between FS engine and unity um I'll go little bit more into details on this one like with a later question but

19:51: um we are going to be reworking the audio system and with the current one the Unity One it doesn't support uh

19:59: multiple listeners the goal for reworking the audio system is so we can actually do that so we can like have

20:04: like one listener that's you know for for you for your ears and there's additional listener that can be for

20:10: camera that you route to a different audio device so you can actually kind of split it too uh because uh you can

20:16: switch to camera uh but like then I'll be hearing everything from camera's Viewpoint that it kind of messes with my

20:22: kind of specialization um so yes there's going to be there's going to be a way to do it

20:28: which just need to get like it all to the system um next we have origam VR I'm

20:35: going back home very soon I'll finally be able to Res it again I was wondering no social platform has doesn't official

20:41: thing what are the chances of implementing social events and Gathering list in game that notifies people about

20:47: upcoming events and War yes that's actually one of the things uh I would like us to do uh we do have a GitHub

20:53: issue for it uh so like if you search like events UI I kind of forget its name exactly

20:59: um on our GitHub there's a bunch of details um I do believe like adding sort

21:04: of generalized systems plus some like you know UI to be able to register events and you know see what's going to

21:09: happening is going to help people discover more things going on the platform and make it kind of easier you

21:15: know to socialize and join things um it's probably going to happen sometime

21:20: after like you know we finish with the TR of the performance upgrade uh because there's a bunch of like kind of UI

21:26: improvements we want to do but um we can only know focus on so many things at a time so it's going to come at some point

21:33: uh no timeline yet uh at uh very least it's going to be know sometime after the

21:40: um after the performance update um with one of the things that's definitely like you know on my mind and that I think is

21:47: should be like pretty high on the list because like we want to help people you know kind of drive like socialization

21:53: engagement so um I do think is a pretty important feature

21:58: actually um I actually uh when you were talking about the performance I actually saw someone in the uh the chat um yes

22:08: and uh I actually wanted to to say that like the the rendering engine in

22:14: particular like using Unity isn't necessarily like a blocker for the

22:20: performance update I'm actually going to like cover like this uh because I see like there's

22:26: like two questions that are sort of like related to this so I'll go like a little bit more like in detail on this one uh

22:31: we have sky and kitsun asking FRS could you explain the road map to Big optimization update where are we at in

22:39: that process and then we have gloen VR asking what are some uh some of the big Milestones still needed to move the

22:45: client applications to net8 uh I know the particle system is one of the prerequisits but there are some other

22:51: prerequisits that can look forward before the shift um so these two questions are it's pretty much like you

22:56: know um is the same kind of question so like I'm going to cover this uh in one uh let me

23:04: actually bring my brush because I feel it would help um it would help if I kind

23:09: of like you know draw draw a diagram also going to I'm going to turn the camera to manual mode so like it's not

23:15: kind of moving around for this um where's my brush give me like a

23:22: second uh tools I should have gotten one already but uh J brushes yes s will

23:32: dance the entertain while I look for the brush I think this one should be okay

23:37: there we go so let me see so this is yeah this looks pretty visible on the

23:44: camera so uh just to kind of give you like an idea um consider you

23:50: know let me actually make this a little bit

23:55: bigger so consider like you know this is

24:03: Unity um how might be glowing a little bit too much um consider like you know

24:09: this is unity and like you know have like Unity stuff you know there's like you know whatever it's doing and then with an Unity we have FRS engine so this

24:18: is you know FRS

24:24: engine so right now because unit uh FR engine is contained with unity is

24:31: using unity's run time to run its code it's using the mono uh the mono

24:36: framework it's very old um and it's kind of slow uh which is why we kind of want

24:44: to move F engine to do net 9 because we're originally saying do net 8 but uh

24:50: I think it was like this week or last week doet 9 release so we're going to talk at that one um but the problem we have right now

24:58: like you know to do move there's like two systems uh where they sort of like a

25:03: hybrid so FR engine most of the stuff most of like all the interactions all the scripting networking physics you

25:10: know interactions most of it's like fully contained within FR engine so like

25:16: you know we don't have to like worry about it that's already kind of nicely contained uh but

25:22: then um what we have um there's like two systems which are sort of like a hybrid

25:29: to kind of like exist on both sides and it's particle system so we have a particle system and

25:36: the second one is sound

25:42: system so what the overall goal is is like we want to take like these systems

25:48: and rework them into completely custom ones so they're fully contained within FS engine once that kind of happens um

25:55: there's also like you know interaction with like all the unit stuff and right now that's also kind of like

26:00: you know like where this goes this you know this goes here this goes here it's kind of like it's

26:06: messy uh so like once we move both of these systems full into F engine we're going to rework how F engine actually

26:13: communicates with unity uh so it's uh sort of like you know a much simpler

26:19: pipe where it almost like you know it sends like a very self-contained kind of like package and be like render this

26:24: stuff for me please once this is done what we can do is we can take this

26:30: entire thing and I kind of grab it like at the same time but we essentially move this out of

26:37: unity into its own process that's going to be net net

26:44: n and this is going to you know communicate with unity using that same

26:49: process and is this switch switching to like the much modern net 9 runtime

26:55: that's going to provide a big performance like uplift um the reason for that is because

27:01: net9 it has much better jit compiler that's uh essentially the component that

27:06: takes you our code and it translates it into like machine code that your CPU runs and the one that's in N produces

27:15: like at least an order of magnitude like better better code uh it also has better

27:21: like more optimized libraries that are part of like NET Framework that are being used and also much better garbage collector which is another thing like on

27:27: the decid it's slowing things down um we've already done a thing where uh for

27:34: the Headless client um we've moved it to net 8 uh like a few months back uh

27:41: because with the Headless client you don't have the render which means it already exists outside of

27:47: unity uh that made it much easier to actually move it you know to the modern. net R time um and the Headless client is

27:56: pretty much like you know it's still this it's the same code like it's not a separate thing from you know what we're

28:01: running right now like 99% of the code is the

28:07: same so by moving it first we were able to see how much of big performance

28:13: uplift we actually get um what we found and we had like a

28:19: number of kind of community events that have been hosting you know kind of big events we've been able to get like way

28:25: more people on those heades even with those heades you know Computing everybody's avatars Computing

28:31: everybody's you know ik and dynamic bones while still maintaining like a

28:37: pretty high frame rate so thanks to that we are confident that moving moving the

28:43: graphic client to do net 9 is going to give us a really good performance

28:48: upgrade um the only problem is like you know it's a little bit more complicated process because we do have to rework

28:54: those systems and we have to rework integration before can before you can move it out this is also a little bit

29:01: tangential but one of the things once once this kind of happens once we move it out we can actually replace Unity

29:08: with sauce which is going to be our custom rendering engine and this whole process it makes it easier because we

29:14: have this like you know very nicely defined way to communicate between the two which means we can actually eat this

29:20: away you know and put Source in here instead I so like where we are right now

29:28: uh so right now um if I move this

29:34: back oh move this back we have the sound here there we go so right now uh the

29:41: sound system is still hybrid the communication with the unit is still kind of like messy like it's this lot of kind of

29:49: like you know Roots into everything and the particle system is being reworked so we're essentially uh we're essentially

29:56: taking this and moving it into here um we are working on a new particle

30:01: system called Photon dust uh the work has been kind of progressing over the past few weeks uh is actually getting

30:09: close uh to Feature Part of current system which is a hybrid between unity and for engine uh because the goal is we

30:17: don't want to break any content we make we want to make sure that like you know whatever we've build with existing

30:22: particle system still works and looks the same or at least very close to like

30:28: you know what it's supposed to look um most of the things are implemented uh if

30:34: you go into like devlog uh in our Discord you can see you know some of the updates and some of the

30:40: progress um the main thing that's missing right now as a major system is are implementing or implementing our own

30:46: system for uh particle Trails once that's done um it's possible

30:53: like this is going to be sometime next week I don't want to make like any promises because things happen but um it

30:58: is getting close like closer there um you can actually release public builds

31:03: where you have both systems at the same time so you're going to have like you know the leg like now Legacy system and

31:09: Photon dust um with conversion being something you trigger like manually uh

31:15: we'll run a bunch of tests with the community so we'll essentially ask you to you know test your content test the

31:20: new system find any bags with it uh once we are con confident like that it works

31:26: okay um we are going to uh essentially remove the all system and we make the

31:32: conversion automatic to the new system uh with that the this part is going to be done and we're going to move on to

31:39: this sound part uh the sound system um this

31:44: essentially like you know what handles like stuff like audio specialization and so on right now it's also a hybrid so

31:50: for example on FR engion side we do our own audio encoding and decoding unit is

31:55: not like not handling that but what we're doing is we're feeding United the audio data we want to play into

32:01: individual sour sources and United and handle specialization and then outputting it you know to your audio

32:07: device uh we're going to move that part into our own system which is also what's going to allow us to you know take

32:14: control of it and build you know new features like for example having multiple listeners and we also going to

32:19: move the system here uh there's actually some work on this uh that Sarah's been

32:24: working on that I've kind of um asking for help with uh because one of the things in the system is a Reverb effect

32:32: and we essentially need to implement our own because there also a thing that's currently Hand by un and cro has uh made

32:39: like integration with a Reverb called Z Reverb uh that we're going to use to like you know replace the existing kind

32:45: of Reverb Zs um I don't would like to tell us a little bit more about that

32:51: part yeah so um we found a Nifty little

32:57: so so let let me actually back up a little bit so currently um like the

33:03: reason why we can't just keep using like this Reverb or whatever like the one that we're using right now is because it

33:10: uses well it uses unities but in turn it it the underlying Reverb uses like is it

33:16: like f mod something and that costs at least $4

33:21: signs uh to use commercially I think uh but we found a Nifty Library called

33:27: sound pipe um that includes a really nice sounding Reverb effect and um I

33:35: have been working on uh getting the library compiled and integrating it um

33:42: with uh FRS engine uh you won't be able to do anything like super duper Fancy

33:48: with it right away at least not until FRS reworks the whole audio system but

33:54: you'll you'll at least be able to process like audio clips with it and make them sound all echoey and stuff

33:59: just to like try it out which I think will be pretty cool yeah cuz then like

34:04: cuz then you could like just Reverb ify any audio clip in game yeah like you can

34:11: make a you could make a Reverb Baker essentially which I think is pretty cool

34:16: yeah it's kind of like expand like know AIO processing because you can already do you know like some like trimming you can do like you know normalization volum

34:22: adjustments like fading and so on so like this is just having the code like integrated and red day we can already

34:28: kind of you know expose some of it uh to you know play with it and like make essentially sort of tools that kind you

34:35: know spin off of it before like we do the big integration um but yes like uh right now

34:40: the particle system is the major one that's going to be you know fully pulled in uh once that part is done uh we're

34:47: going to do the sound system which I expect to be faster than the particle system because it doesn't have like as

34:52: many things but we'll we'll see how that one goes uh once the sound systems happens this is going to get reworked

34:59: integration with unity so it's simpler and once this is done we move the whole thing out and it's going to be the big

35:05: performance update uh so I hope that uh kind of you know helps like answer um it

35:11: helps answer you know kind of the question um I think I'm going to clean

35:18: this up uh just so it doesn't clutter our space and we can move to the next questions I'll uh I'll mark these two as

35:25: an insed that yes uh there's actually one thing I was also going to mention even from the particle system there's

35:31: actually a few functions that like sort of Spawn as extra things um one of them

35:37: being uh that you know have access to 4D Simplex noise uh so you can use you know

35:43: a prolex node and there also like a texture there like a 3D texture for um

35:49: uh 3D texture with Simplex noise and I've seen like people do like really cool effects

35:56: with it like this one for for example I think I actually got this one from Cyro so like you see how it kind of like

36:02: evolves in time and this is like a volumetric effect so you can kind of like you know push it

36:09: through so like people have been like you know already playing with it and this is kind of generally how we like to

36:15: do development where uh I've got like another version here it's like super

36:22: neat um how we like like to like develop things is like you know we want to add

36:29: more building blocks so even if we're building Something official whatever building blocks we add we try to make as

36:35: many of them available you know to everyone using the platform because you can use them for a lot of other

36:41: things um so yeah but that should kind of cover like those questions um so next uh we have a

36:49: question from Navy 3001 any idea of how in game performance metrics for user

36:55: content would work there actually that's a good question and like measuring performance um that's a very kind of

37:03: difficult thing because one of the things with performance is like it depends like it depends a lot of stuff

37:11: um so usually like you want to have like you know kind of range of tools you know to kind of measure uh like measure

37:17: things one of them is you know you can measure how long individual components take you know to execute and sort of

37:22: some way to aggregate the the data so you can kind of see okay this is consuming of time this consume a lot of

37:29: time but the performance impact of something is not always like you know that direct because something can for

37:34: example the components themselves they can be quick to execute but maybe the object is you know has a really complex

37:41: geometry so it's taking a long time on the GPU to render out um the other part

37:47: is like performance can also differ depending on the scenario say you build an object and the object is doing a ray

37:54: cast is doing you know some kind of checks for collisions if you have that object in a simple World maybe it

38:00: doesn't like you know it it runs pretty fast but you bring that object into world with much more complex colliders

38:06: it sudden it starts hurting performance because now those Collision shaks are needed like you know are more

38:12: complex the other example is like say use like node like find child you try to

38:18: search for a child in a hierarchy and if you're a simple World maybe like you know the the hierarchy of objects is you

38:27: know it doesn't have too much in it so it runs fast but then you go into a world which has way more and now the

38:33: performance kind of Tanks now now that thing that was running reasonably fast in one world is running slower in other

38:40: one so one of the ideas we kind of had is we would kind of build uh some sort

38:47: of like you know set of like Benchmark worlds we would like you know like have like different scenarios complex worlds

38:53: with complex hierarchies you know with this and that and then have a system where you can and essentially like run

38:59: that object in that world and sort of you know see how fast it runs and how

39:05: does it differ depending you know on a different kind of scenario um overall I think this will eventually

39:12: end up with you know lots of different tools so have like you know you don't have the tools to measure how much the

39:18: components take to execute how long the you know GPU takes to execute um just

39:23: sort of like lots of different tools to analyze different like you know performance things

39:28: so I think that's overall like you know like what you should expect like once

39:34: once those tools come in it's not going to be a single tool but it's going to be like you know a range of them that will

39:40: probably keep like you know expanding and building upon yeah if I could uh

39:48: add a pen to that um we probably also CU I know this is uh

39:56: I know this is like come up occasionally in relation to questions like this we probably also wouldn't like

40:05: give things like we wouldn't do like an arbitrary limiting system like oh you

40:10: can only have 60,000 triangles you can only have X number of seconds of audio

40:16: on you cuz well we do want like other like tools so you can rest because like

40:21: it can like it's not it's not a perfect solution but like we want to add people like we want to add tools so people can

40:29: like you know set some limits on things because um one of our kind of

40:34: philosophies is is like you know we want to give people a lot of control and if you want to run a session like where you

40:40: you can spawn object that has you know 50 million triangles and like everybody's going to be running at like

40:46: you know 10 FPS but you know you want to be like I have a b GPU I want to look at the super detailed model we always want

40:54: people to have ability to do that and the same time we want to add tools so

41:00: like you know if you want to host like a chill world if you want to keep it like you know more light you have tools to

41:06: kind of like you know um set certain like limits on the users how much they can spawn in how much they can bring in

41:12: so we not going to make them you know forced but we're much more likely to add

41:17: like tools where you have the kind of control to decide what you want you know in your world what do you want in your

41:23: experience the yeah other aspect of that is like you know we have the asset

41:28: variant system and we already use part of it like you can you can go into your settings and you can lower the

41:34: resolution of textures you can for example clamp it to like 2K so if you're you know low on vrm you can lower your

41:41: textures and if somebody has you know 8K texture on their Avatar you're only going to load it up to 2K you know it's

41:48: not going to hurt you but other people like say somebody has you know one of the uh you know 490 with 24 gigs of vram

41:55: and they don't care they can keep keep it like you know kind of unlocked and it's kind of you know aligned with our

42:00: kind of like philosophies like we give you give people as many tools as possible to kind of control your

42:06: experience but also we don't want to enforce like you know limits on people where

42:13: possible yeah that's that's kind of more so where I was um going with that is that we wouldn't have like a sort of

42:20: hard and fast these are the rules for the whole platform kind of yes rules cuz

42:26: you know not everybody these computers are equal and so maybe I don't want to render your 500 million polygon model

42:32: right um but uh we also don't want to we want to

42:40: present this stuff in a sort of like unbiased way like we don't want

42:45: to like we we wouldn't uh I I wouldn't want to color like 5

42:51: like you know someone's polygon count in like red or something that cuz I we got

42:56: to like social kind of also comes with that like we don't want to

43:01: invite but I think that they should like answer like this like pretty totally we should probably like move to the other

43:07: questions because we got a bunch of them piling up can I can I answer the next one

43:14: uh uh sure I haven't actually read

43:19: yet okay so the Jeb Forge asks would it even be possible to multi-thread World

43:25: processing in resite like if the world is incredibly heavy in the amount of CPU it uses but since reso only uses one

43:31: thread it's not using all the CPU it could have been I know multi-threading introduces a lot of problems with thread syn medication what do you think I

43:39: actually have a answer all right guys say it with me oh gosh's

43:47: moving for a sec hold on hold on hold on hold on okay here we go all right all right

43:54: say it with me resinite is not single threading this is this is a myth that

44:02: that has somehow spread around that resume only runs on a single thread this is abjectly not true yeah this is this

44:10: is the thing like we kind of get a lot like because I think like people are just like you know it runs with poor performance therefore it's single

44:17: threaded it's like when it comes to multi threading it's like way more complex that like it's not a black and

44:22: white thing so the way I kind of put it is like you know like

44:28: it's not like an onoff switch like imagine like you know like you have a city or something and the city has you

44:33: know po roads you know like maybe there's like areas like where like you know you know the roads are very kind of

44:40: narrow and like you know it's kind of hard for cars to get through you can have like you know areas of the city

44:45: like where you have like you know highways and like you can have lots of cars in there it's not an onoff switch

44:51: like you know where you just like you turn a switch and suddenly every every road is like w

44:57: but you can kind of gradually like rebuild like you know more of this infrastructure to support you know more

45:03: of this kind of like high B with um with arite like there's a lot of things that are are

45:09: multi-threaded um there's also L of things that could be multi-threaded and they're going to be more multi-threaded

45:15: in the future but it's not a it's like is essentially not like you

45:22: know a black and wine thing like whether it's like either multi or not multi it um you have to think about like you

45:30: know resonite it's like lots of complex systems there's like so many systems and

45:35: some of them you know are going to be multi-threaded some of them are going to not going to be multi-threaded some of them are not multi-threaded and they're

45:42: going to be multi- threaded some of them are going to stay single threaded because there's not really much benefit to them being multi- threaded so we

45:50: definitely want to do more but we already have a lot of like things like running on multiple threats like

45:57: um a lot of like you know the like like asset processing you know that's multi-threaded the physics like that's using multiple threads a lot of kind of

46:04: like you know additional processing kind of like spins off like you know does bunch of like background processing and then like integrates with the main

46:10: thread so there's all of like multi threading to the system already there's

46:15: got to be more um it's also like not like you know it's not something that's

46:21: like a magic you know kind of Silver Bullet like you um with performance

46:27: there's a lot of complexity like there's a lot of things um that can be causing like low

46:34: performance and multi- threading is not always the best answer so for example you know with doet uh with net n switch

46:42: that's actually not going to change anything with multi threading uh but it

46:47: essentially makes the code that we already have which is which has you know whatever multi trading has right now it

46:53: makes it run several times faster just by switching to the run time just by having better you know kind of Coden so

47:02: there's a lot of different things that can be done to improve performance most is just one of

47:07: them um I think I kind of should cover like a lot of it but uh yeah yes um one

47:15: more thinging is like you know it's also something like when when there's like a world that's like you know very

47:21: heavy it depends what's making it heavy because some things you can multithread but some things you cannot multithread

47:26: like if you have like you know some user content that's like you know doing lots of interactions with things if you just

47:32: you know blatant multi-thread it like it's going to end up like corrupting bunch of stuff because with every

47:38: algorithm there's always like a part of it that's irreducible so we want to introduce like

47:44: you know more systems that do use multi-threading um were possible but

47:49: again it's like you know it's not a thing it's not a silver blet it's like a it's more like a gradual kind of process

47:56: you know kind of happens over time uh next we have uh Grand UK is

48:02: asking are there road maps with time estimates for B development and what do you want there it to be so for road maps

48:08: we we generally don't do like super ahead of road maps um right now our focus is you know on performance updates

48:16: and you can actually find uh on our GitHub uh there's a project board and there's like a list of issues uh you

48:22: know that pertain to like performance update and you can kind of see you know how those kind of pro progress um we

48:28: don't do generally super much like time estimates because the development varies a lot uh and often times you know kind

48:34: of things kind of come in that like we have to deal with the delay things or maybe there's like no additional complexity so we

48:41: don't uh we want to avoid like you know promising certain dates uh when we are

48:47: not like confident we could actually keep them we can give you like very rough ones like for example with the

48:54: performance um uh with the performance upgrade I I roughly expect it to happen

49:01: sometime like in Q like q1 sometime like early next year we'll see how it goes

49:07: um uh but like you know there will be my R estimate on that one after that we

49:13: usually like once we kind of finish kind of big task we sort of re-evaluate like we see like you know what would be the

49:19: next back what be the next best step for the platform at that point and we decide

49:24: you know are we going to focus on UI are we going to implement this thing are we going to implement that thing because um

49:30: we try to you know keep our ear to the ground and be like you know this is what

49:36: would give like you know the community and the platform most benefit right now this is like you know what's most needed

49:42: right now and we kind of like want to make the decision as um um you know as soon as possible or no actually as late

49:51: as possible uh next question uh we have a

49:56: check Fox auter what are some examples of features you've implemented you particularly proud about I mean there's

50:02: a whole bunch like I do like like lot of systems like the one I'm actually working on right now like the particle

50:08: system like I'm pretty proud of that um it's I mean it's kind of technically not

50:13: out yet but like I'm very happy like with kind of How It's Growing uh in part because you know um it now kind of gives

50:21: us control to very easily make new particle effects you know and do stuff like we were not able to to do like

50:27: easily before um the one like that kind of came before that is the data feed

50:33: system um that's sort of like a culmination of like a lot of kind of approaches I've been kind of developing

50:39: to how we do UI and the resite um so with that one uh one of the big

50:47: problems we kind of had with the UI is because the resonite is sort of it's It's building a lot of things from ground up because you know of the kind

50:53: of like you know layer I was talking at the you know ear in the Stream um but it also like makes things

51:00: difficult because we cannot just you know take existing solution and use it Sol of the UI we actually have to build

51:06: those systems ourselves and build sort of Frameworks you know to work with them and the old uis they have the problem

51:13: where the code of them it's like this B be kind of monolith and it's really hard to work with we have to like you know if

51:19: if if there's like misaligned you know button or something we have to go to the code change you know some numbers there

51:26: change methods that are called compile wait for it to compile run you know run

51:31: the application look at it be like that's still wrong go back to the code make more changes compile wait for it

51:38: wait for it to launch look at it it's still wrong go back to the code like

51:44: sometimes people are like you know like oh like this thing is like misaligned in this UI and we're

51:49: like fixing that like you know that could like sometimes it takes like an hour just kind of like messing around

51:55: and that's not very kind of you know good use like of our engineering time but the

52:01: data feeds um is a system that's like very generalized uh that um essentially

52:08: allows us to like split the work on UI between the engineering team and our

52:13: content or now our team uh so for the when we work the settings UI on the code

52:19: side we only have to worry more about the functionality of it like what's the structure what's like no data interfaces

52:24: and then we have uh there of our team uh like our team actually build the visuals

52:31: uh in game and build like you know kind of put a lot of Polish into each of the elements um and that process has made it

52:38: much simpler to like rework you know rework like the settings UI but what's

52:44: even bigger part of it is um the data feed system that this is built on it's

52:51: very general and it's been kind of designed to be General so the settings UI it was used as sort of like a pilot

52:58: project for it but now um we're going to use it you know to like once we get to

53:04: more UI rework to rework the inventory rework the contacts reor the World Browser you know file browser rework the

53:12: inspectors and it makes the work required to R those uis be at least an

53:17: or like order of magnitude less which means that like before the data feeds um

53:24: say like and I'm just kind of like these are rough estimates but say it would have taken us two months to reor the

53:31: inventory why now it's going to take us you know two weeks and like I those numbers are kind

53:38: of you know very just kind of more to illustrate a point um but it's essentially you know on that kind of

53:44: order like it makes it way simpler it saves us so much time which means we can rework a lot more UI um you know in the

53:51: shorter time span but overall like you know like there's lots of things I'm

53:56: kind of proud of those are just kind of the two most recent ones so I kind of BR them up and I could like ramble for this

54:02: for a while but we have a lot of questions so I don't want to like you know hold things up but uh Sor do

54:08: actually have like one would you like to like share with us yours yeah um I I'll

54:13: try and be quick with it uh since we're getting back to how long have we been running actually we've been uh we're

54:19: coming in an hour how long do we want to keep this going for so my aim was for like 1 hour

54:25: to 2 hours uh depending on questions we got a lot questions so like I'm okay like going through all of these but uh

54:32: as we start getting out two hours uh we probably stop it okay anyways um the the

54:39: when you're were talking about the build process that kind of made me think of uh something that I'm I really enjoyed

54:44: working on that you know was kind of it's kind of one of those things where

54:50: it's really important uh but it's just so invisible yes um and

54:57: what I did behind the scenes is I actually I basically reworked the entire

55:02: build process of like FRS engine almost um

55:08: so since since F engine's been around for a while um and it's been through

55:14: many updates to like C and C's project system we were still using um the Legacy

55:22: C project format which is called um MS build and that really only works in

55:30: something like Visual Studio these days and it's kind of it's it's kind of hard

55:35: to work with it's not quite as robust as the like newer build system foret and as

55:41: a result um there would often times be like it

55:48: would be like you'd have like weird issues if you wanted to add like packages and stuff and you could only

55:55: use something like Visual Studio as your IDE of choice to boot um

56:01: and I saw that and I decided to uh poke

56:09: at it and it actually ended up being a lot easier than I anticipated because Microsoft provides a nice little tool to

56:15: upgrade your projects and so what I did is I went through and I upgraded all of the projects to the new uh C format

56:24: which means that we can take advantage of like the much nicer um project files

56:30: which means it's easier to like edit them directly and add actions and stuff

56:36: and it also means uh the engine can now be built in IDs other than vs code you

56:43: could use or vs code V Visual Studio proper is what I meant to say there but

56:49: now now you can build it in like vs code or like um you could build it in

56:56: um you could probably build it in like ryer if you pay for ryer you can build it you can even build the engine from

57:03: the command line now which is really really good for um like yeah like

57:08: automated builds that's a that's a big thing I did that nobody saw but I'm really really proud about yeah like it's

57:15: one of those things like where like you know it it doesn't show on the surface but like it makes you know our lives as

57:21: developers like way easier because I had so many times where I would literally lose like sometimes even hours of time

57:27: just trying to like deal with some kind of problem and having those problems kind of resolved and have the system

57:33: kind of be like you know nicer it allows us to invest more of our time into actually building things like we want to

57:40: build it and then dealing you know with project build issues one of the problems for example that's um kind of just kind

57:47: of weird like one of those weird things is with protox because for prolex it's technically a separate system and we

57:54: have a project that actually analyes you know all the nodes and it generates C code that sort of binds it to

58:01: resonite um the problem is with old like Ms build for some reason even if like

58:07: you know if um if the if the project that generates that code runs first the

58:15: build process doesn't see any of the new files you know like in that same build

58:21: build pipeline so if we ever added like a new node like we would compile it and it would fail because um it's like oh

58:29: like this code doesn't exist even though it actually exists at the time it just doesn't see it with the change S made

58:35: the problem is gone like we don't we don't have to kind you know this whole thing but the real big thing is like It

58:40: prepares res night for like more sort of automated like you know build pipeline which is something we've been trying to

58:46: move towards too because that it's going to be one of the things that's going to save us a lot more time as well that's

58:51: going to uh you know make it so we can actually just push code in the Repository there's automated tests

58:57: they're going to run there's going to be automated builds the binary is automatically goingon to be uploaded and like it's just gonna remove all of

59:03: manual work that happens all the time um it makes it makes bringing on people like me easier too yeah it makes

59:10: it easier to bring more like Engineers as well because now they don't they don't have to deal in over those like weird like issues I know prime prime

59:17: like he like also lost like sometimes he lost like a day just dealing with like project issues and you know there's a

59:23: day you could like you could spend working on other stuff and instead we have to just make things work so uh

59:31: thank you s for making this like this this this things like this even though like they're not visible to the

59:36: community they help a lot yeah of course um so next we have a question

59:44: from uh Fantastic Mr foxbox the sound system updates can we get a way to

59:49: capture users voice with the with a permission and import audio streams dynamically into the world uh this would

59:55: allow us to fully implement the H radio stuff into resonate and allow us to ditch using external brows support to

1:00:01: support audio um so I'm not sure if I like um I feel like I don't understand

1:00:08: enough like about like how you want to kind of capture it um but since we'll be like you know handling all the audio

1:00:14: rendering we'll be able to build like you know like a virtual microphone that actually captures specialized audio you

1:00:20: know from its own like kind of like whever it is in world uh so that's one of the things you'll be able to do uh

1:00:25: you're going able you know to bring the camera and have it like you know streamed out your device so I would say

1:00:32: um yes on that part like on the kind of capture um I don't know about like the I

1:00:40: think I know what they mean yeah I think I I think I'm I know they're trying to like

1:00:45: they am I correct in in assuming that you want a way to like import multiple

1:00:52: streams into the world from a single user is that what you're talking about

1:00:58: you probably have to wait uh for them yeah wait a

1:01:04: second you might get back to this question yeah but like you'll be you

1:01:10: essenti should be able to like you know render audio out from any point in the game in addition you know for the user

1:01:17: so like and then becomes question what do we want to do do want to record an audio clip do we want to Output it into

1:01:23: like another audio device so you can stream it into something so that will work if you want to import audio back

1:01:29: in um that's probably a separate thing and that's probably not going to come as part of

1:01:35: it uh we'll see like if if you have like a no kind clarification just like ask us more and we'll get back to

1:01:42: this uh next we have epic e uh is asking

1:01:47: will the Headless CL be upgraded to net 9 yes uh plan to do this like soon it

1:01:53: should be mostly just like um uh flip of a switch we don't kind of expect like big issues uh one of the things we want

1:02:00: to do is we're going to make like announcement so people know this is coming you can prepare you know your tooling uh make sure like you know like

1:02:07: you're like whatever scripts you're using so like you know upload your you know run your heades like didn't just

1:02:13: like explode um there's a GitHub show on it and I'll try to like you know make the announcement like in a bit um uh

1:02:19: probably you know sometime like next week uh get people ready uh Alex TPI is asking makes me

1:02:26: wonder where is currently corporate of most crashes this on my computer I most see information that Unity crashes

1:02:31: couldn't just restart Unity we s had a discussion about couldn't you just um I

1:02:40: mean so for the first part the question crashes they can have lots of reasons um

1:02:47: it's really hard to say like in general like you pretty much have to send us the crash log we look at it you know we look at a c St and be like this is probably

1:02:55: causing it um so it's kind of hard to say in general for the part couldn't just

1:03:00: restart unit I mean kind what the crash is it's like it's essentially you know

1:03:06: breaks um and then like it has to shut down and you have to start it again so in a way you're kind of

1:03:12: restarting Unity it's just that like you know the restart is kind of forced but um this actually kind of ties

1:03:20: you know uh to some of the stuff with the multiprocess architecture for the performance upgrades because if you've

1:03:26: been here earlier um we've been talking about you know how like FR engine is

1:03:31: going to essentially be moved into its own process and then unit is going to be handling the rendering one of the things

1:03:37: that like I'm sort of considering as part of a design is so like the unity can actually be restarted so

1:03:43: like maybe uh so if Unity happens to crash we can you know keep running F

1:03:49: engine start a new unity and just you know reinitialize everything so like I do want to make that part of it just you

1:03:55: know in general to make the system more robust so it's possible um but uh dbd like we'll see how that

1:04:05: kind of goes uh kuk is asking I have heard from someone complaints of headless being

1:04:11: Patron reward this was particularly a complaint about communities that do want to host events essentially forc into it to keep events going if they haven't

1:04:17: host crashes is there plans later to remove the patron requirement for the heades when things are more stable and

1:04:24: performant so at some point we'll probably um make it kind of more open uh

1:04:30: our tenative goal and this is like you know not set in stone so like things you know might change uh alternative goal is

1:04:38: like we want to offer sort of like a service where we make it easy to Auto Spin headasses and kind of move you know

1:04:45: patreon to that so like if you support us kind of financially he will get like you know you get like you know certain

1:04:51: amount of hours you know for heades and like we're going to make it very easy to host and if you want to self host we're going to give to head us um we do have

1:04:58: to look at it like you know from the business perspective because um it is like patreon is like one of the things

1:05:03: that's like supporting the platform and that's allowing us to work on it so we you know we don't want to kind of

1:05:10: compromise that because um if we do something with that you know it ends up

1:05:15: like you know uh hurting our Revenue stream that we're not able to like you know pay people on our team and then

1:05:22: we're not able you know to work on things and you know things end up kind of bad um we want it to be like

1:05:28: accessible to as many people as possible but we sort of like you know balancing it like with the business side of

1:05:36: things uh next one troy Borg s also did FF mode while ago having a audio system

1:05:41: that could make be just part of the game like waveform visual is or be able better detection of B music effects uh

1:05:47: this actually separate from because like that happens fully like within R night uh the audio system is more like you

1:05:53: know about rendering the audio output put you know and like pushing into to your audio

1:06:01: device uh next we have I'm kind of just speeding through these questions because we have a bunch uh Sky soon a few people

1:06:08: have mentioned that they are not happy with the new Walking system and how it looks our plans to continue to improve

1:06:13: that it go last update but people are still not happy and we can always like improve things so we just released you

1:06:19: know an update which uh um weas an update like which integrates some kind

1:06:24: of community like settings which would make it like look way better um for things that are like you know that

1:06:31: people still find us an issues with it like we will need like reports on those because uh right now um right now like

1:06:39: you know like we're not sure like after the update we're not sure what's making people not happy about it uh so we have

1:06:46: like kind of more concrete stuff to work with uh I suggest people you know kind of like make make kind of like reports

1:06:51: so we can know what do we focus on uh but yes in general like we are always

1:06:56: kind of you know willing to improve things we want to like um we want to make

1:07:02: um um essentially want to like you know make like it as polished as it can be um

1:07:08: but we also need like you know more kind of hard data to kind of work with so we know like where to invest our

1:07:16: time um next we have uh turbor what is causing vience for sometimes when moves

1:07:23: I'm not sure it could be just the Bloom on that thing maybe it's his radiant yellow complexion

1:07:32: what your resplendant Vis uh oh this is actually very much what was the answer

1:07:38: to this uh so these are just looks like questions within the chat uh rash 86

1:07:44: who's the second person here on the camera uh this is cro he's our engineering intern hello hi how you doing guys it's

1:07:53: me uh next we have Sky kitum questions from

1:08:00: Tyra white tail who can't watch the stream now uh if video players are going to be updated with cor VLC I have heard

1:08:06: from several builders that player use very outdated core yes the system VI use right now uh it's a plugin called ump

1:08:14: Universal media player which is built our own VC um unfortunately hasn't been updated in years uh which means it's

1:08:21: using like an older version of it um we have been kind of looking into upgrading

1:08:26: to actual official like VLC plugin the problem is it's still kind of not mature

1:08:32: enough in some ways like um um the last I remember there's like issues where you

1:08:38: cannot like have more than like one video at a time you can only have like you know one and like if you try to do

1:08:43: another one it just explodes um there's other things like we can kind of look into like alternative

1:08:50: kind of like rendering engines but there also like you know potential like time and money investment um if the problems

1:08:56: kind of like you know bad like we can kind of are we kind of considering like

1:09:02: uh that we might invest into one but we need to kind of do some testing there and see see like you know how well it

1:09:07: kind of works uh it's unfortunately kind of like difficult situations because the solutions you know are limited

1:09:16: um so it's something like it's something we want to like improve but it's also

1:09:21: kind of like difficult to work with unfortunately um can I can I comment on the next one

1:09:29: yeah so Rasmus 0211 asks thoughts on about 75% of all users being in private

1:09:36: worlds Around the Clock often new users mention they see practically no enticing worlds this is not a resonite problem

1:09:45: this is a problem of scale all platforms have people have

1:09:52: a have a pretty wide majority of people who just kind of want to hang out and

1:09:58: not really you know be bothered and unfortunately you know we're not we're not the biggest platform out there we're

1:10:04: still we're still kind of small um and as we grow that problem will

1:10:12: undoubtedly get better um it's like a it's sort of like you know like not like

1:10:18: really a technical problem it's more like a social one because you know it's like people behave you know a certain way and

1:10:25: then like it's really hard to kind like you know change that um there's some things we want to do to kind of entice

1:10:31: people to make it easier to discover things like you know um like we were talking earlier adding an events UI so

1:10:37: you can of see you know these are the things that are coming up these are going to be public events that you can join um right now I believe there's the

1:10:43: Creator chm event that's like going on and it's always you know every weekend uh it's public to everyone um but it

1:10:51: depends you know what people are kind of coming in for because people might come in and they don't actually want to join

1:10:57: public events they want to you know go into those private worlds but the question is you know how do you make

1:11:02: those people you know discover like you know the friend groups and like you know who can hang out in those worlds and

1:11:08: it's a part kind of challenging problem especially you know from the platform perspective because we we can't just you

1:11:14: know force people into public worlds you know people um will host whatever worlds

1:11:20: they like but I always like want to see what kind of tools we can give like you know to sort of entice people and make

1:11:28: make like you know make worlds and socialization easier to discover but like Cy said like it is is is a thing

1:11:34: that kind of gets better like with scale once you kind of grow more um there's um like there's defitely like

1:11:42: number of events though so like if people go you know right now since we don't have the events you are in game if

1:11:49: you go into the resonite Discord um

1:11:56: um like if you go like you know into the resite Discord we have like a community news and lots of different communities

1:12:03: kind of post like regular events there so people can kind of find what's kind of going in the platform and kind of helps a bit like in the meantime if uh

1:12:11: you know if people are looking for things to do uh next we question from bular is SCE

1:12:18: being unfor in parel with the current performance related updates or has it been put on hold until permane work is

1:12:23: done yes it's actually been working in parl um uh Gins is like uh one of the

1:12:28: main people like working on that um we did have like um uh we do have like a meetings like now and then like we sort

1:12:34: of like you know synchronized on the status of it uh last time like a that was like a two weeks ago or so we talked

1:12:41: about like the multiprocess architecture how this going going to work how this going to integrate you know with for

1:12:47: extension um and how those systems are going to communicate um gin's approach

1:12:53: was like you know to look at what current what the current unit integration has and implemented on

1:12:59: Source end however there's a lot of things that we're actually like you know moving like the partical system audio

1:13:04: system you know input system lots of things that are going to be moved forward into FS engine uh so they don't

1:13:10: need to be implemented on sof side and they're going to you know focus more um on other things uh they have a list of

1:13:17: like uh you know Source features uh and specifically Bevy features uh because s

1:13:23: is being built around Bevy r in engine um which you know map to like you

1:13:29: know current features we have like for example we have you know lights do they support Shadows you have like reflection

1:13:35: probes you know do they support this and that so they're working kind of like you know on making sure like there's a

1:13:40: feature part to there um once we have like a new performance upgrade like we can like work more like on the

1:13:46: integration also like work uh on theonite side soort of like you know has been doing on consolidating the shaders

1:13:53: because all the shaders we have right now they need to be Rewritten for Source

1:13:59: um because the current ones they no designed for Unity so we need

1:14:04: equivalents um the equivalents of those are uh essentially going to be implemented for for the new rering

1:14:13: engine uh next epic e how do you make walkietalkie system there's actually one

1:14:19: things like you should be able to do you know with the new like audio system you'll be able to like you know have

1:14:24: like virtual virtual like microphone put it on a thing and then have it like output from like you know another audio

1:14:30: source so there actually might be a thing you'll be able to do once we rework that because it shouldn't be too

1:14:35: difficult to add components for that uh relash 86 uh rard body newon

1:14:42: physics system one soon or later uh so definitely sometime after the performance upgrade um we do have like

1:14:49: we integrate a physics engine called be physics uh one of the things we want to do after we move the FR engine out of

1:14:56: unity and it's running AET 9 we want to synchronize B to the latest version

1:15:02: because we right now we kind of have to diverge because the beu physics it uh it used to work with you know NET Framework

1:15:09: which is what the I is like right now for like Unity um but now the new

1:15:14: versions they require I think n five or maybe they even bumped it higher uh

1:15:19: which means like we cannot really use those uh at least not like you know lots of back porting so one of the task is

1:15:24: going to be going to sync it up and then like you know we're going to be able to look at like how much work is it you

1:15:30: know when do we want to prioritize rigid body simulation integrative with for extension it's also going to help

1:15:36: because B physics is it's designed to work like you know with the modern. net to be like really performant um which is

1:15:43: why I would like person kind of considerer as a sort of prerequisite for you know implementing that is the

1:15:49: performance upgrade so we actually running it with the run time it's supposed to run with uh but there's not

1:15:55: like specific kind of prioritization right now once we're done with the performance update we might Focus you know more on UI focus on ik maybe other

1:16:02: things we will reevaluate at that point uh gr is asking once move away

1:16:10: from Unity to Sauce could it be possible to dynamically connect disconnect from VR on time without staring the game uh

1:16:16: that's not really even a thing like that needs to move away from un it's possible to implement it uh with unity it's just

1:16:24: you know takes a fair amount of work so possible yes I would say um question

1:16:31: is you know are we going to invest time into implementing that and for that like you know I don't

1:16:36: know answer right now uh next we have question the rest about Prime with these alterate audio

1:16:42: rning sources allow for spatial data for your own voice example if I want to record conversation between myself and

1:16:49: someone else from third person without it sounding like I'm right at the camera yes yeah like the that wouldn't be like

1:16:55: an issue because we can just you know like I mentioned like you can have like any sort of listener in the world and

1:17:01: just record that but like you know P AIO and everything uh next what flavor of sauce

1:17:08: what does it taste like uh and it's very salty mayonnaise not mayonnaise it's

1:17:15: actually made like his own like kind of sauce which is like a white named sauce actually I forget what what he call

1:17:20: calls it uh Scotch sauce Scotch sauce yes he

1:17:26: makes like you know this like a really delicious sauce so like it's it's very salty one so but it has like you know of

1:17:31: flavor to it I think this next one's aimed at me uh Alex tpie says sah I heard that

1:17:39: some people don't trust you and that you don't care you know where this comes from I think I do I'm in desktop a lot

1:17:47: um and I'm often either working in Fruit engion these days or I'm I I I'm kind of

1:17:55: audio sensitive and I can get over stimulated kind of easily so sometimes I will you know just kind of stand there

1:18:01: or maybe I won't respond so colorfully um but I like having um

1:18:07: people around and so that's why you know I exist despite that

1:18:13: um I also uh appreciate it when I I'll probably open up a lot more

1:18:22: um if uh how do I put

1:18:28: this basically um if you if you want to interact with the Cyber creature uh well

1:18:36: you know do things like um you know just ask before you know like poking my nose

1:18:42: or like patting my head and stuff um and uh you know ask me if you want to send

1:18:49: me like a contact request um just don't come up to me and be like you're cute

1:18:54: and then like click my name and add me cuz then I have to explain like I'm probably not going to add you man we

1:19:00: talked for like maybe 2 seconds I need at least 45 seconds

1:19:05: um but I uh and if you if you've come across me

1:19:11: and I've been in that sort of state where I'm not super talkative or maybe I seem a little detached um hopefully that sheds a

1:19:19: little light on uh on that I I love this place very dearly and um

1:19:25: I love all of you very dearly is a good

1:19:32: be uh so next we have question from damos what's the current workflow for

1:19:38: identifying performance bottlenecks so um generally like the

1:19:44: workflow is like something like you know um it's kind of depends because like

1:19:49: there's like lots of things that can like you know cause like performance issues um so usually it's a combination

1:19:55: of those different things but usually it kind of starts more with just observation you know kind of

1:20:01: seeing what's running slow when am I liking you know and so on and once kind

1:20:07: of like you know there's that initial observation we will try to you know narrow down to like the root of the

1:20:14: issue and for that we can use variety of tools some of them are in gamees for example we have like you know stats on

1:20:21: how um you know how much like are certain part to the process like you know taking once we need more detailed

1:20:28: information we can for example around you know headless uh the Headless client with like Visual Studio profiling tools

1:20:34: and they actually measure you know like how long is spent like you know in each method how long is spent like in each

1:20:40: code it gives us you know some kind of data the other part of it like ining benchmarking once we kind of have like

1:20:46: suspicion this thing is you know causing a lot of you know performance problems we can write like a test sample and then

1:20:52: you know run it um run with different run times r with different settings do sort of like you

1:20:58: know AB testing see how things change um I for example done this you know with

1:21:04: like a lot of likeit um like of extensions kind of like methods where um

1:21:09: for example even like you know stuff like the base Vector operations I would try different ways to implement certain operation run a benchmark and see how

1:21:17: fast it runs um and there like one thing that kind of depends there is you know what

1:21:23: the run time it uses uh so one thing I would for example find is like certain implementations

1:21:29: they actually run faster with mono um and then slower for like you

1:21:36: know modern net turn time so there's a lot of things you know in F engine like

1:21:41: where like sometimes like people like kind of decompile and see like why is this like done this weird way and in

1:21:47: some cases It's like because it actually even though it's kind of like you wouldn't do it with more modern code

1:21:54: it interacts better with their R time views at a time um but for example with

1:22:00: these like you know General pars I would find you know they if I compare them

1:22:06: with the mono in unity and compar the mod runtime they would around like you know 10 like sometimes even like 100

1:22:13: times faster there's like some other things that you know also kind of like speed up some things that are kind of the same but General it's just a kind of

1:22:20: combination of like you know tools like like it's um we kind of observe you know something not performing well we have

1:22:26: like a suspicion like this might be causing this might be causing it and then we just kind of use tools to kind

1:22:32: of dig down and figure out the root cause of that problem

1:22:37: um so hopefully that kind you know answers that I think there are also um

1:22:44: like some some manual profiling tools out there like Tracy I know there's some Tracy bindings for C which are really

1:22:50: cool yeah want to inte that's actually one of the cool things because there's a bunch of of libraries that we canot even

1:22:55: use right now because of the all around time uh Tracy I think it requires like

1:23:01: what was it like net8 or some some new version it's listed for Net 7 but I

1:23:08: think it's just interrupt so it could work but it's better to just wait yeah

1:23:14: but we want to integrate like more tools like usually like you have like a know your performance profiling tool set so

1:23:20: like you just kind of like you know dig down and figure out like where it could be coming from sometimes it's kind easier to find sometimes it's harder

1:23:26: sometimes you have to do a lot of work for example you know with the testing like I've done before comparing you know

1:23:32: the net you know five or whatever version it was and mono I saw like you

1:23:37: know this is this code is running way better so I think it's going to help like improve a lot but like you still

1:23:44: usually test you know bits and pieces and it's kind of hard to test the whole thing because the whole thing doesn't run with that new interface and that's

1:23:52: like you know why uh for our current performance update we moved the Headless

1:23:58: first uh because moving the Headless was much easier since it already you know it

1:24:03: exists outside of unity and we could you know run sessions and kind of compare how how does it perform compared to the

1:24:10: mono one and the results from that like we got like they're

1:24:15: like it's essentially like you know beyond expectations is way faster so that makes us more confident than doing

1:24:22: all this work to move fre engine out of unity it's really going to be worth

1:24:27: it um next question we have uh let's make

1:24:33: this a little bit bigger uh fitop as of my perception the Ison is

1:24:39: somewhat being marketed as a furry social VR platform which is not case at all but every time as somebody hey do I

1:24:44: want to try arite I usually get answers like oh that VR game for furries I have nothing against them but in arite they

1:24:50: are very publicly dominant I about this topic that could maybe bring in more people so we don't really market like

1:24:59: resonate as a for social VR platform we actually specifically um chrom like we know who's kind of hting our marketing

1:25:06: we specifically for our own official marketing materials we show like you know different like diverse avatars

1:25:13: because yes there's a lot of fies on this platform and you know it's also sort of sort of per self-perpetuating

1:25:19: thing where you know because there's lot of fies they bring in bunch more um we do have like you know lots of other

1:25:25: communities like as well uh which are not as big but you know they are here as well

1:25:31: um so we we want Rite to be for everyone it's not designed specifically for fues

1:25:39: um um like we we pretty much like you know like we want everyone to be welcome

1:25:46: here and there's it's it's sort of like a complicated kind of thing because like

1:25:52: we we can adjust like you know we the marketing we make you know we try to make it as generalized but you know then

1:25:59: question is like you know when you come to the platform you're going to have lots of Fes and I think the only way to

1:26:05: like you know bring in more people is like you know you know showcase there's

1:26:10: like lots of like you know kind of different people um like on the platform lots of different kind of communities but if

1:26:16: there's like you know lots of Fes that becomes it becomes kind of difficult like you know like I mentioned earlier sort of like it self perpetuating uh but

1:26:24: I think it's also like a thing of scale once we kind of like you know as we keep growing there's going to be more different groups of people and the

1:26:31: communities you know that are different kind of fandoms or just different kind of like you know demographics uh they're

1:26:37: going to get bigger and it's going to help bring you know uh this going to help like people who are from those

1:26:42: demographics find their groups much easier once they're like once there's like more of them yeah res resonates uh all about

1:26:51: like self-expression and and stuff and being who you want to be and building what you want to build and F's kind of

1:26:58: got that down pat and so that's probably why you see a lot of them but you know everybody can do that it's it's not just

1:27:05: those people everyone it's made for every every person to come together and

1:27:11: uh hang out and build and just be you yes no matter who you are yeah we try to

1:27:19: make this platform kind of inclusive and for everyone um it's like you know it's our goal

1:27:25: uh we don't want like any like we don't want anybody to feel unwelcome unless you know like well I

1:27:31: mean asterisk you know because there's like you know we don't want hate groups you know people like that so that that

1:27:37: one like we would have issue with but generally we want this platform TOA be

1:27:42: everyone yeah also we're coming up on the hour and a half mark okay so we have

1:27:47: about like uh 30 minutes left uh think like to wor stud end every question so we'll see like how they keep piling but

1:27:53: we might need to stop them at a certain point uh so next question or Moon Claw

1:28:00: is rendering performance being looked into before the move to source as well from my experience when there isn't CP bound the rendering can be still quite

1:28:06: heavy forcing me to drop resolution uh so there's actually a thing that Source will help with um we don't want to like

1:28:13: invest super much time into you know the current rendering Pipeline with unity because the goal is to move away from

1:28:19: which means any time we invest you know in improving

1:28:25: Unity is essentially going to be wasted and it's going to delay the eventual big switch Source um it's going to like you

1:28:33: know introduce like uh it's going to use much more modern rendering method right now we're using def method which can be

1:28:40: quite heavy like a sort of like you know like lot of like memory bandd and so on

1:28:46: um with Source like uh it's going to use something called like a clustered forward rendering which allows lots of

1:28:53: Dynamics lights while also being much lighter on the hardware so that should

1:28:58: improve like you know rendering performance on itself uh and once we know make the move we can look for more

1:29:04: areas to kind of optimize things you know introduce things like imposters you know like more LOD systems and things

1:29:10: like that um so yeah and that's pretty much like

1:29:17: unless there's like you know any sort of like very obvious long hanging fruit uh with like you know rendering

1:29:23: that like you know would take us like you know say less than a day or maybe just a few days to like you know get a

1:29:29: significant boost in performance we're probably not going to invest like you know much time into it and instead like

1:29:34: want to invest it into into the move away from un and next question restot Prime how

1:29:42: straightforward is conversion of our current particles to Photon dust I assume go is seamless to the point of

1:29:47: them looking behaving identically but there is anything current particles can do that photo us want over that uh doing

1:29:54: different enough way that it will have to be manually fixed so the conversion I can't really answer it exactly because

1:30:00: the conversion actually isn't written yet uh however uh the main focus right

1:30:06: now is actually feature pity so I actually have like a list uh and I kind of posted this like you know inog if

1:30:12: you're curious where I have like you know all like the things that the Legacy system has and be kind of like working

1:30:18: through that list making sure that Photon test has like you know the same or equivalent functionality the goal is

1:30:25: to make it uh so it's pretty much equivalent um so like it converts and it will look either the same or like you

1:30:31: know just very close so hopefully you know there won't be like things that

1:30:37: like are too different uh however you know sometimes they kind of those things

1:30:42: kind of become apparent like during the testing period so once those things here come out we'll look at them and we'll be

1:30:48: like okay like this is easy enough you know to fix uh or maybe this one's a little bit more complicated maybe we

1:30:55: just bring it close enough and ask people you know to manually fix things but uh we'll we'll have to see how this

1:31:00: kind of goes uh sometimes it's kind of hard to like you know noce before it actually

1:31:05: happens but um it should have like a feature part

1:31:10: like well it's going to have like a feature par of it like inov the current system so like I kind of expect most of things to just

1:31:17: work uh next we have F bipolar bear is there a way to stop the dasd particles

1:31:23: from being shown streaming uh I don't think there is I think we would have to like Implement that does it show it does

1:31:29: show yeah uh next a key

1:31:35: CER uh what things are currently planned for the whole performance update I think net is part of it for example so we

1:31:41: actually answered this one earlier uh so I'm not going to go um I'm not going to

1:31:47: like you know go into details on this one uh but essentially moving to do net 9 because uh we're originally going

1:31:53: foret 9 net eight but the net n released you know literally just like a week ago or so um in short Uh current there's two

1:32:02: main systems that need to be moved fully into F engine because they're a hybrid system that's the particle system which

1:32:08: is being working on right now uh there's the sound system which cro did some work on once those systems are fully in F

1:32:14: engine we're going to rework how F engine interfaces with unity and then we're going to move it out into its own

1:32:21: process uh to use net 9 and it's going to be you know the big performance uplift from that um we're

1:32:29: going to post you know this this is going to be like you know archived so like uh um if you're curious in more

1:32:35: like details I recommend you know watching it later because we went into quite detail on this like earlier uh on

1:32:41: the stream uh so this question with in chat uh Shadow X in the future could

1:32:49: there be a could there be a way to override values not just per user but infering content

1:32:54: for example override active enable state of a slot or component for specific camera basically same concept RTO but

1:33:00: more flexible um so probably not like

1:33:05: this um the problem like with ar like is like um if you want to override certain

1:33:11: like certain things um like for example in

1:33:17: rendering um when the rendering is happening all the you know work on updating the world is already kind of

1:33:24: you know it's complete which means like the the renderer actually has like much more limited functionality on what it

1:33:30: can change um what probably the best way to handle situations like that is you you

1:33:39: have like you know multiple kind of copies of whatever you want to change or like whatever system you want to have

1:33:45: and you know you mark each one to show in a different context but like you actually you need to kind of manually

1:33:51: set them up because consider a scenario where you know you override an active

1:33:57: enabled State um that component like you know it might have all kind of complex

1:34:03: functionality maybe there's even like you know protox you know or some other components that are reading the active

1:34:09: State and doing things you know based on it being enabled or disabled and once you kind of get into

1:34:15: that sort of Realm like you know the the effect of that single you know enabled State can be very complex where you can

1:34:22: literally have like you know by bunch of prole that like does bunch of modifications to the scene when that

1:34:28: state changes and it's too complex for something like the render kind of resolve because you you would essentially have to make like you would

1:34:35: have to like run a whole another update on the world just to kind of resolve those differences and the complexity of

1:34:42: the system essentially explodes um so probably not in that

1:34:47: sense um if it give us more details on what do you want to achieve um you can

1:34:53: give a more kind of specific answer but uh um this is pretty much know how much

1:34:58: I can say like on this like in general uh granny K was The Locomotion

1:35:04: animation system one of the unity systems that need to be implemented F engine or was it something else uh that

1:35:09: one was something else um it came like a as a sort of like a part of like kind of business business contracts um it's not

1:35:18: something it's not something I kind of wanted to prioritize myself but um

1:35:24: like it uh it's kind of complicated situation but unfortunately it was

1:35:29: like it was necessary at the time and I'm not like super happy with like how

1:35:35: the whole thing kind of like went like because it kind of came like you know at

1:35:42: like wrong time and it's it was essentially like you know a

1:35:49: lot of because we don't have like a lot of systems for dealing with animation which would have made like you know

1:35:54: these things much easier and like we haven't worked ik itself which would make things also easier so there was

1:36:00: like a lot of kind of foundational war that was not there um and

1:36:06: also like the timeline was like you know kind of really short um so it was pretty much like you

1:36:13: know like just month of like constant crunch just kind of like working on it and that wasn't enough time to kind of

1:36:19: you know get it through um so it's it is a complicated situation

1:36:27: unfortunately um and it's a thing you know it can happen sometimes with businesses like

1:36:32: you you end up like you know kind of like in a situation where like you don't really have a good path like you know

1:36:39: like so you you just have to kind of like you know deal with it um we want to like eliminate those kind of situations

1:36:45: and we had like a number of conversations kind of internally to see like how do we prevent this from

1:36:50: happening again you know like like how do we make sure don't end up in a situation where we have to do something

1:36:57: like that and we have like you know kind of like much better understanding you know of the problem now like we where if

1:37:06: situation like this were to occur again we're going to be you know kind of better equipped like you know um on the

1:37:13: communication side how do we like deal with it and how do we make sure it doesn't kind of like you know mess with our kind of priorities and things we

1:37:20: need to focus on um um so I know it was like you know

1:37:26: not it was kind of like M the situation I'm not like you know happy with like how I handled some of the things with it

1:37:33: um but it's it's pretty much it's it's it's it is what it is and like you know

1:37:39: the best thing we can do right now is kind of you know learn from it and like try to like improve

1:37:45: things um next question is Shadow X uh how are you compiling the questions from

1:37:51: the stream chats I thought twitch NOS were broken uh no it actually work um we

1:37:56: do have this thing here where we kind of like you know going through the questions this is an older one I need to grab a bigger one but it's sort of like

1:38:03: you know sorting the questions for us um the question marking it

1:38:10: yeah um the twitch noes also like what was actually broken where uh the

1:38:16: displays of them and it got fixed very recently like I think last I pushed to update for it like last week

1:38:26: uh mod were able so next we have epic e is asking mods were able to access internal array to edit things like uh

1:38:34: color over Lifetime and over lifetime bu those be properly converted yes uh those systems like they've been implemented

1:38:40: for for Photon dust uh so they're going to be converted to equivalents uh so they just going to you know that should

1:38:46: just work out of your box the good news is there's also new like uh new modules because uh um

1:38:54: Photon dust the new particle system is designed to be way more

1:39:00: modular um so there's like modules that uh instead of just you know the internal

1:39:06: array you can also specify the color of your lifetime using a texture or using you know start and starting and ending

1:39:13: color you can also do starting ending color in the like a HSV like a color

1:39:19: space so there's like a lot of new color effects that we can do that's going to give you more control over the particle

1:39:25: system and we can always ear more because we now have full control over the system so those modules are very

1:39:31: easy to write this next one is um a little like

1:39:37: moderation focused do you mind if I uh to answer

1:39:42: it okay let me take a breath for this one because it's a long one on the topic

1:39:48: of the platform being for everyone why was the nipples allowed rule passed for the majority of people in the world/ intern including me are not going to

1:39:54: want to see them in public sessions I will admit that it has been extremely rare occurrence of seeing someone with them shown in a public session and will

1:40:01: it be possible for me to request things like this both to the team and other people without having my moo belief question at every turn

1:40:10: so the the reason why we wanted to take a stand on uh top equality um that's

1:40:17: what this issue is called by the way it's called top equality is um because

1:40:24: is ultimately like if if a man can have a

1:40:31: be chest you know why why can't a woman the only difference is that on average women have larger chests than men and I

1:40:39: think we're also a an EU based company right so no I'm from Europe okay this is

1:40:46: this is the stance in a lot of places in Europe too where um top equality is just sort of the norm um and we want to we

1:40:53: want to normalize that because we we do need this kind of

1:40:59: equality like why can't a woman have you know their why can't a woman be topless

1:41:05: you know in a nonsexual context there's there's just no precedent for it

1:41:11: um and let me see if I'm question again

1:41:16: I there's also like a thing with this is like we like you know we believe like in equality and we believe like in a lot of

1:41:22: progress so we know to take stance on those things but also like we kind of give you tools to kind of deal with

1:41:28: those so like if it's something you really don't want to see there's an avatar block function you can you know

1:41:33: block those people they will like not appear to you um there's probably know more things we can do in that area as

1:41:39: well um but ultimately we want to be like you know very kind of like open and

1:41:45: very kind of progressive as a company when it comes to these things um there's also like I would really recommend like

1:41:51: uh asking this question also in the moderation like office ours um because

1:41:57: the moderation team is you know the one that kind of deals with this a lot of detail and they kind have like they're going to have a lot more kind of context

1:42:02: for these things um but also like you know I don't necessarily believe that like you

1:42:10: know it's majority of the people on the internet you know like having that stance like it's there's there's a good

1:42:18: CH of like you know kind of people like who are kind of like you know very open about this and um I feel like you know

1:42:25: that the trun is kind of grow people are kind of getting like you know more open with things but I do recommend like you know

1:42:31: bringing this like with moderation of his hours like they're going to be able to give you like kind of much much kind of better better answer to this because

1:42:38: they've been dealing with this topic uh you know for a while um so U you know

1:42:46: take take what we say like a bit a little bit of a ground of sell I don't want to you know kind of step on the moderation themes like those with that

1:42:53: yeah um I was going to say something to I was going to say something to wrap it

1:42:58: up what was I going to say um so next one what you want

1:43:06: to yeah I was just going to I was going to say I don't know what I don't know what you mean by um cuz I commented um I

1:43:13: don't know what you mean by um this rule being exploited um by transgender males

1:43:19: and females but being transgender has nothing to do with this um if you if you're if you want to be a

1:43:28: boy or want to be a girl um that has no bearing on this Rule and that's part of the quoted too is like you know because

1:43:34: it kind of like erases that kind of despire to like so like it doesn't really you know matter if you do feel

1:43:41: there's like you know some like exploit you can always you know you can file moderation reports or you can file like

1:43:46: you know um you can um you know bring these like to the moderation kind of

1:43:52: office hour or and discuss these there um and we can kind of you know see what is happening and then we sort of

1:43:58: evaluate does it fit like you know with our philosophy does it fit with our Like rules or does it not so you

1:44:05: can if you're like in a field or some issue you can make us aware of it uh we can promise you know that we're going to

1:44:11: agree with you uh that we're going to have you know same view on it but we can at very least you know look at it and

1:44:17: like listen to what we have to say on that uh so next we have Grand UK uh hear

1:44:24: say I have heard from someone that they tried to report someone to the moderation team but because they were connected to the team nothing happened

1:44:31: of it and they ended up banned instead I can't confirm 100% that what was said

1:44:37: happened and I know nothing can be said cases but in case where there are conflicts of interest like above what

1:44:43: can be done and how can be sure where we won't have wrongful consequences B for trying to uphold the US and guidelines

1:44:49: for everyone so um I doesn't have like super many details but I can kind of

1:44:55: talk you know in general sometimes we do have cases where

1:45:01: um there's actually two things like we to have cases you know where there's reports against you know people who are

1:45:07: on the moderation team or even on the resonite theme um if it's a report

1:45:12: against someone who's on the moderation team that will usually go to the moderation Le uh and those will like you

1:45:18: know those people can of deal with it that will investigate uh we actually have multip moderation leads as well

1:45:24: that way you know it's not like it's not like you know there's a single person who can you know just kind of bury the

1:45:30: thing but there's like multiple people who all can see the same data and then you know sort of check on each other uh

1:45:36: if it happen something with a team like or like uh you know is an issue with somebody on the actual resonite team uh

1:45:42: usually that goes um um that goes like the Canadian kid who's like deal with these things and he brings these things

1:45:50: uh with me like if a you know try to kind of like involved in that we have

1:45:55: cases like we kind of had to deal like with difficult situations before um uh both kind of like on the theme uh

1:46:03: but in the moderation team as well and I can't really go into details because um

1:46:09: you know there's s of kind of like you know privacy kind of like issues with that uh I can tell you so there's been

1:46:16: cases where people on the moderation team they had to permanently ban some

1:46:22: people who who were their friends even long time friends because uh they did

1:46:28: something wrong and this caused like you know people on the moderation team like a lot

1:46:35: of kind of distress but they still like you know made the decision like to like you know B their friend because

1:46:43: they they want to like you know uphold like you know the moderation rules rules above all else

1:46:49: so I've kind of looked at you know a few of those cases because I don't want to like you know make sure like things are

1:46:55: uh kind of going okay there's like no kind of like favoritism kind of

1:47:00: happening um I've been kind of involved in F those cases as well um like kind of

1:47:06: you know sort of like you know part of the kind of like know discussion of it and so on so those are there's been a

1:47:12: number of kind of difficult kind of discussions on those and every single one if there was sufficient evidence for

1:47:20: somebody's like in wrongdoing even if we knew that person like personally even if they were connected

1:47:26: to the team they were still banned um there's one thing I kind of

1:47:32: noticed is also kind of like in general is like usually when people do get banned

1:47:39: um they will they're almost like never kind of fruitful about like the reason because

1:47:45: uh we do make sure as part of like the moderation if somebody ends up being banned usually they will receive like in

1:47:52: a warnings first depending in what the sity um if they end up being banned the

1:48:00: reasoning this often like you know this explained to them often times there's somebody from the team who's actually

1:48:07: going to have sit down with them and be like we have this evidence you know this kind of happened you're getting banned you know

1:48:13: for these reasons they are made aware of it and in a lot of cases they like those people would you

1:48:20: know come out and give completely different reason you know for why they're banned

1:48:27: because and it kind of puts us in a difficult situation because we value you know privacy and sometimes giving

1:48:33: details to the public could put innocent people who are involved in those incidents you know at

1:48:39: risk um so we cannot really know we cannot say you know the person was

1:48:45: actually banned for these reasons um but it is a thing that kind of

1:48:50: happens so the only thing I can kind of request is you know like

1:48:56: be a more kind of skeptical about like what people say about these things if

1:49:01: you see something you know like if you like believe like you can always send us a report we will like look at it we will

1:49:06: evaluate it we will see like what evidence we have um but ultimately like you know we will

1:49:13: not necessarily tell you the like we will not tell you the details of how it was resolved to protect you know the

1:49:18: Privacy um you know and potential security of people involved

1:49:24: so I will also oh sorry no go ahead uh I was just going to say that we're we're

1:49:31: just about at 10 minute Mark so I think we should uh close questions okay uh so

1:49:36: we're going to close the questions like will'll um uh so if you send question

1:49:42: right now we have like a few of them like coming in uh if you send any questions after this point uh we can

1:49:49: guarantee we're going to answer at one uh we'll try to answer as many as we can that are still like left but uh no

1:49:55: guarantees at the point but I will at very least try to make it uh

1:50:01: um my well at least like you know the ones that we have on the list right now

1:50:07: yeah so the next one uh epic e does the question mark need to be at the end of

1:50:12: the question uh I think it doesn't need to be I think I can like put like put it in medal but I would just to be sure I I

1:50:19: would put it like actually no yeah I literally see a question that has like question mark in the middle of it so no

1:50:25: it doesn't need to be at at the end um Rasmus uh

1:50:31: 0211 any more Flex notes in the works if yes which excites you the

1:50:37: most so you want to take this one you're working on so new ones oh yeah um

1:50:46: so yeah which ones am I working on again this the one I just

1:50:51: took when I just oh yes um there is a there is a new protox that I'm

1:50:56: particularly excited about so you know how um for for those of you who do

1:51:03: protox there is currently a node where you can you know perform a ray cast which shoots an infinitely Thin Line and

1:51:09: whenever it hits you know you can get the position you can get the direction um stuff like that what I'm

1:51:16: going to implement is I'm going to implement um sweeping or um

1:51:23: I think it's it's also been called like shape like shape casting or whatever um unlike some other platforms but it's

1:51:30: essentially a way of doing thick Ray casts using a shape that you essentially

1:51:35: like extrude in the direction that you want it to go so uh like if you wanted

1:51:40: to shoot a sphere in a direction you know you would essentially be shooting a

1:51:47: capsule however long you want to shoot it and anything within there it would hit or in this case you know the first

1:51:54: thing it hits um you know it'll return like basically exactly like a ray cast

1:51:59: but it's thick and you can do that with different shapes like a sphere or a cube

1:52:05: or um I think you should also be able to do it with like convex holes right uh

1:52:12: I'm actually not sure we have that one maybe okay that was going to be the very

1:52:18: at the very least you'll be able to do it with spheres and cubes and cylinders and capsules and and stuff um but I

1:52:25: think that'll be very useful especially for those of you who make Vehicles who don't want your rast to uh you know

1:52:32: shoot between like two infinitely close triangles in geometry and now your car is flying across the map yeah thick Ray

1:52:39: casts yeah thick Ray casts also should be like pretty easy one to because we do

1:52:44: have like a lot of the functionality like it's already in the part of the be physics engine and we have exposed like

1:52:49: we use it internally in our own engine like for for example the laser is actually using like you know sweeps to

1:52:56: like behave a bit better and this is going to expose them so you can also use them from

1:53:02: prolex uh this one this one seems to be asking

1:53:08: something in the chat so I'm going to skip this one uh tribe gra W VR question

1:53:13: FRS absolutely love your steel the videos a genius what app are you using to do those scans yes s to to steal of

1:53:20: reality so for most of my scans uh I'm using a software called agis of meta

1:53:26: shape uh it's a photog gometry software and essentially you you take lots of pictures of the subject from alls of

1:53:31: different angles um and like you know like it sort of it's able to like you know do those

1:53:37: construction figures out you know based on the patterns and photos where the photos are and then reconstructs a mesh

1:53:44: um I also sometimes use like you know additional software like I'll for example use Photoshop to like um with

1:53:50: certain photos I will do like an AR ID noise on them which helps like increase

1:53:55: the quality of the scans and I also do you know some kind of tuning of the lighting and so on uh but I guess metab

1:54:02: is the main one there's like one that I kind of started experimenting with like few days ago and I Lally turned my room

1:54:08: into like um uh it's software called uh actually I

1:54:14: forget the first uh it's called post shot uh let me see the full name Jose

1:54:20: said post shot and this one's for gassing spting which is sort of like this new technique you know for 3day

1:54:26: reconstruction or more General like rendering uh which can reconstruct the scenes with much better Fidelity and

1:54:33: we're kind of you know playing with it like because I have all my data sets I've been just kind of throwing into it and see like you know how it's kind of works with different

1:54:40: things um so like I might like you know integrate that one like U more into my

1:54:46: workflow as I kind of like go um I posted like a quick video and have like a bunch of more be posting like soon

1:54:54: L um but yeah like I guess met ship is the main one to use like you know it makes it easy to like you know just get

1:55:00: a mesh bring it in this one is uh continuing on

1:55:07: moderation question that we had a couple ago um this one from uh rale 86 again

1:55:17: asks continuing my previous question will anything be done regarding people who do not want to see b top f emails

1:55:22: and public sessions for nonhosts I'm aware of the already Inplay system where you can ask the person to switch Avatar

1:55:27: Avy settings and for hosts they can enforce address code which I'm no doubt making use of

1:55:33: so in in the future we do want to implement stuff like content tagging um

1:55:41: and that that will come with like um the ability to like you know if things are tagged a certain way you can like take a

1:55:48: check box and you won't see them anymore right so you could you could make use of that um that's something you know we

1:55:56: will do in the future um but other than other than that um for the time being um

1:56:04: if you don't want to see that uh don't go to those sessions well you can still go through our sessions because we do

1:56:11: have like like we do have ability to block somebody's hard hard you literally will just you know like I could actually

1:56:18: show you like you know if I click on cra's name

1:56:23: careful it might ban me from the session oh it should be just

1:56:28: blar there we go see is gone I don't I don't have to look at well I can still see him but like you know I don't have

1:56:33: to look at it like him anymore yeah that that is something I forgot about it's

1:56:39: like this is like one of the reasons like we added it you you have the power you know like if some Avatar is

1:56:45: legitimately upsetting you you can block it uh the other part is if you host your

1:56:51: own sessions you can your own rules we do allow for that like you know with some caveat uh so if you want to enforce a

1:56:58: dress code that's completely up to you you have that like you know you have that freedom yeah um you can always like

1:57:04: you know add like additional kind of rules to like in whatever sessions you want to host um so you know that's kind of thing

1:57:12: and eventually the content tacking system that should make these things you know more generalized so like you know

1:57:18: like you don't even have to like you know go and see it in the first place as long as the content is properly tacked

1:57:23: we can filter certain things out automatically block certain avatars you know we do want to give you the tools

1:57:29: but we don't want to make you know we don't want to make like Global decisions just forbiding these things you know for

1:57:37: everyone yeah and there there is a there is a Nuance that was going to get to there um in that uh if you if you decide

1:57:47: to not allow um like let's say you're like I don't want to see nipples in my world also has to apply to the men in

1:57:54: the session as well um it is it is universal you cannot discriminate um so

1:58:00: it's either nipples allowed for all or no nipples at all actually reminds me because there

1:58:06: was like one thing that was particularly fun to me like uh with a Creator Jam they actually made like a nipple gun

1:58:11: they like you know shooting around the worlds and people get upset and they were like oh no it's okay those are male

1:58:17: nipples they're not female nipples and like it kind of was like a funny way to you know point out how to that like

1:58:24: double standard you know for this kind of thing uh but yeah uh next we have R 8

1:58:30: to6 my question being will anything be done past at all that basically I don't know which

1:58:36: one this one's actually related to it it was related to the previous one they sent them in a

1:58:43: row um so basically um this might be the

1:58:48: last one because we were last minute yeah uh there we already answered

1:58:54: that one um yeah uh I think I think that's I

1:58:59: think that's pretty much it we had a few more coming but we we yeah there's a few more but uh this is pretty much the last minute like we've been here for two

1:59:06: hours my throat is kind of sore from this I should have brought some water uh but thank you everyone you know for

1:59:12: joining thank you like you know for so many kind of questions like we're like you know very happy to answer those you

1:59:18: know like let you know more you know about the platform and just going to like you know chat with you and thanks

1:59:23: everyone also like you know like for playing like you know resonite for enjoying this platform you know for supporting us and letting us do this

1:59:29: kind of thing um I hope you enjoy the stream like U uh my goal is you know

1:59:35: make this every every week uh the forite might kind of change a little bit uh uh we kind of see you know how many

1:59:41: questions we get like next time and so on uh we might you know next time like be for example uh outside of is I you

1:59:47: know playing some kind of ch games while kind of chatting with you but um we'll see how it kind of goes because this one

1:59:53: there was a little lot of questions we like you know kind of focus more on the Q&A and we'll see like you know how it changes with the upcoming

2:00:00: streams um so we'll experiment with the forat a little bit uh and see like you know and also let us know um let us know

2:00:07: like you know like what do you think like do like this would you like to see some other things are there like any kind of issues um you can like you know post

2:00:15: like uh actually why should I post uh make maybe make a thread into office hours um

2:00:22: um like uh on the Discord uh to share your feedback so thank you very much for

2:00:28: joining you know thank you for like spending time with us and asking us questions um I'll try like you know try

2:00:35: to get like this video uploaded on you know our YouTube channel so can anybody who like missed this these office hours

2:00:40: can you know watch them afterwards and we'll see you next week so thank you very much and thank you also s for you

2:00:47: know helping me with this and I'm being good co-host uh and we'll see you next

2:00:52: week bye bye guys miss you