The Resonance/2025-07-06/Transcript

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This is a transcript of The Resonance from 2025 July 6.

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.

00:00: Start recording.

00:02: Hello. Hello. Okay, we should be live.

00:06: Uh, let me post the announcements.

00:11: Posting in Discord.

00:14: There's actually two Discord ones

00:15: because this is office hours and live

00:16: streams.

00:19: Yes. There we go. There we go. And I'm

00:23: going to post the social media post

00:27: and post.

00:30: There we go.

00:32: Hello. Do we have people in our stream?

00:36: Hello. Hello is on Twitch. Hello PD_.

00:40: Hello.

00:42: IPC Schnopet. Oh, I do. Oh my god. We

00:45: were literally talking about it like

00:46: right before the stream stream started.

00:48: It was like one issue. But we're going

00:50: to we're going to get into it.

00:52: Um, yes.

00:55: But first, like, you know, the the

00:56: initial preamble. I'm getting kind

00:58: getting ahead of myself. Um, but anyway,

01:02: hello. Can you hear us? Fine. Is the

01:03: audio okay?

01:06: Pop Nemo. Hello. Hey, check the fox.

01:09: Thank you.

01:11: Check the fox out. Also made like a cool

01:13: new version of the Twitch chat. I can

01:15: show you like time stops now. He was

01:19: literally working on this like in a

01:20: world like yesterday.

01:22: And he was like, I need to I need to

01:24: make it work before the the end so it

01:26: doesn't explode. So, thank you, Jack.

01:30: I appreciate it. It looks

01:32: It looks fancier with the time stamps.

01:36: Oh, no. Right. The um the music the

01:40: audio is from the Twitch head and like

01:42: that's right behind the camera. So, you

01:43: probably heard it really loud. I'm

01:45: sorry. Um I'm going to actually move it

01:47: like over here. There we go.

01:50: Oh, we could probably turn the popping

01:51: noise off for the uh Twitch chat.

01:53: Yeah, let's let's turn the popping noise

01:55: off. Uh should time the message sound.

01:58: There we go.

01:59: Yeah, okay. Should be good.

02:02: Okay, there we go.

02:04: There we go. Okay. Hello everyone. Uh

02:07: can you hear us fine other than like

02:10: know the suddenly loud music?

02:13: Let's adjust the camera angle a bit.

02:19: So, hello everyone and welcome to

02:21: another episode of the resonance. Uh,

02:23: I'm FS and also have S with me. Um, you

02:26: made it this time.

02:28: Uh, and we'll be answering your

02:30: questions about Resonate. Whatever you

02:32: want to ask, uh, feel free. Uh, make

02:35: sure to put a question mark at the end

02:37: of your message. That way, like, you

02:39: know, pops on our thing. Uh, pretty much

02:41: like, you know, like so.

02:43: Um you can ask pretty much anything you

02:45: want about resite whe it's technical

02:47: philosophical it can even be like you

02:48: know personal stuff like that's kind of

02:50: nice like you know it's some lighter

02:52: stuff mixed in. Uh it can be anything

02:54: about the team, the future, the past

02:56: with the platform, whatever you want to

02:57: know. Feel free to ask some of the

02:59: questions. We might end up um hunting to

03:02: some of the other office hours. Like for

03:04: example, right before this one, that was

03:06: the moderation office hours. There's

03:07: also probably primes on Tuesday. Our

03:09: team has like ones on Wednesday. Uh J4

03:12: actually is planning one. Um I don't

03:14: remember where that one is,

03:16: unfortunately. Uh check the discord. Um

03:19: there's the events calendar and there's

03:21: also like information in de log. So you

03:23: can find you know more information about

03:25: those. Uh but we should be pretty much

03:28: ready to get started. We also have a few

03:30: questions from Discord. Uh but if you're

03:32: like you know watching this like ask ask

03:34: your questions on Twitch uh because

03:37: we're not going to be monitoring the

03:39: Discord anymore. Uh but we're going to

03:41: go through the Discord ones first

03:42: because it's like you know fixed amount

03:43: and we actually don't have too many this

03:45: uh this time around. Um, and then we're

03:48: going to get into the Twitch runs. So,

03:50: let's get started. Am I foretting

03:52: something

03:55: for anything?

03:57: I don't think so. I think we're good to

03:59: go.

04:01: Oh, okay. Uh,

04:04: let me actually also make I'm probably

04:06: going to make it. There we go. So, it

04:07: doesn't keep floating around. Um, so

04:11: let's check the first question from Oh,

04:14: it's actually one from ages. Um,

04:18: so Aegis,

04:20: I don't know if this is going to be

04:21: visible. Uh, Aegis is asking, "Been

04:25: working on a new hit scan based weapon

04:26: system that fakes projectiles as simply

04:29: as loop over uh, raycast chain following

04:31: the path of where the projectile is

04:34: going and using particle for projectile

04:36: visual. With that as context, two

04:39: questions I have. One, how is projectile

04:42: speed calculated? Is it meters/s or so?

04:45: Two, could I potentially use particle

04:47: attractors to make particle follow an

04:49: object or player? Uh, so one, it kind of

04:53: depends how you Thank you.

04:56: What was that? Uh, thank you Nikki for

04:58: the raid.

05:01: Uh so the first one I mean it kind of

05:03: depends how you calculate things like

05:05: like usually the math you use you know

05:07: that's your own but the units on the

05:09: resonite uh the distance uh that's

05:13: pretty much you can treat it as meters

05:16: uh especially in VR like you know if you

05:17: got like one unit that's going to like

05:20: it's going to look like one meter for

05:21: user at one scale. So if you're

05:24: calculating how much something how how

05:27: fast is something moving that would

05:28: probably be like you know meters/s which

05:30: are like sort of the standard units but

05:33: you can convert to units or whatever

05:35: internal system you're using it you

05:37: might be using different units and then

05:38: you need to kind of convert it but by

05:40: default yes it's going to be m/s.

05:43: Uh the second question, yes. Uh there's

05:45: the particle force. Uh so you could

05:48: like, you know, you could set up a

05:50: module that has the particle radial

05:51: force for example and you can position

05:53: that or drive, you know, the center of

05:56: that uh at an object or a player and

05:59: that will make the particles, you know,

06:01: follow the target. So you should be able

06:03: to do that. The only limitation is like

06:05: you know you need to actually add the

06:06: module to the particle system itself to

06:10: the style uh and make sure like you know

06:12: it's driven you know correctly like the

06:15: positions driven for like where the

06:16: player is and it's all in the correct

06:19: you know coordinate spaces but uh yep

06:22: pretty much like that should be

06:25: I don't think there's much more to add

06:26: to that.

06:29: Uh the next questions from Josh or Yosh,

06:33: sorry. Um

06:40: you're sure Josh knows. Um Yosh is

06:43: asking uh will the switch to system

06:45: numeric involve kicking the bucket on

06:47: most if not all of the very low play

06:50: code class? I don't know if I would use

06:52: that adjective on it like that thing has

06:54: been turning.

06:58: Oh, your microphone died.

07:06: Droo is getting his voice back, guys.

07:08: One moment.

07:28: I believe in you.

07:31: I I'll do a little jig while he uh fixes

07:33: his mic.

07:37: Oh, this one too. Okay, I think it's

07:39: back.

07:40: Ah, there you are.

07:42: Hello. Sorry, my microphone decided to

07:44: die and then not want to turn back on.

07:46: Um, but yeah, like every time I have to

07:49: touch the code class, I'm like, please

07:51: no more. We want to switch to net like09

07:54: and switch to nicer way. But um reading

07:57: the rest of the question, system memor

07:59: provides budent interfaces for basically

08:01: every mod operation that coder t

08:03: wrangles and it generic templating

08:05: madness uh which pro simplifies code a

08:08: bunch also lead a pretty neat speed

08:09: boost. A friend of mine benchmark uh 1

08:11: million additions using coder t versus

08:14: system numeric interfaces and float and

08:16: was a difference of 2.5 milliseconds

08:19: versus 0.2 20 milliseconds for them

08:21: after JIT caught up with them both. To

08:23: it seems system numeric vector types

08:25: don't implement any of these interfaces.

08:27: There's some interesting discussion as

08:29: to what's up with that. So uh it's not

08:31: going to be the switch to system numeric

08:34: itself. That's uh but we do want to kind

08:36: of get rid of the coder sheet um or at

08:39: least like get rid of like the large

08:42: chunk of it. Um but it's a separate

08:45: separate kind of task from the switch to

08:47: system numeric. um pretty much like one

08:50: of the really nice things with net 9 is

08:53: and actually I don't remember which

08:54: version they introduced in is but a lot

08:56: of the base data types they implement in

08:58: interfaces for stuff like addition so

09:01: you can have like you know two types

09:02: that can be added together and then you

09:04: can use it as a generic constraint and

09:06: it's something that we were not able to

09:08: use with mono because it just straight

09:10: up doesn't exist and that's kind of like

09:12: why code three was created and it just

09:14: kind of bloated over time as we needed

09:16: more and more functionality Um but with

09:19: net 9 once the splittering is like you

09:22: know the main part is done we definitely

09:25: do want to get rid of it. We want to

09:26: like rework a lot of the parts and use

09:29: the interfaces and the generic

09:31: constraints because that's going to make

09:32: the code so much nicer and also like

09:34: more performant. Generally I don't think

09:36: it's going to like um affect like that

09:40: much in terms of like practical

09:42: performance because usually we try to

09:44: avoid using the coder for like a lot of

09:46: heavy math stuff. there's like few

09:48: places where it's used a bit but usually

09:51: we kind of avoid it like you know for

09:52: the reason that there's a fair bit of

09:54: overhead with it. Um so it's only used

09:56: like in cases where it's like very

09:58: unavoidable

10:00: and it shouldn't be like you know where

10:01: most of the code is like being where

10:03: most of the time is being spent. So I

10:06: don't know how much of a difference it's

10:07: going to make for you know overall

10:08: performance but um every little bit

10:11: helps and it's going to make the code

10:13: much nicer to work with anyway. So we're

10:16: going to do it just not as part of the

10:18: switch to system numeric. It's it's a

10:20: separate task.

10:22: I think like more so what would help is

10:26: like switching like the vector types out

10:28: themselves for like system numeric

10:30: vectors or like basing them off of the

10:32: system numeric types cuz like

10:34: even just changing the types around like

10:37: just changing the types around uh to

10:40: provide like

10:41: that's what that's what a switch to

10:42: system numeric is. It's pretty much like

10:44: using using those for like you know the

10:46: vector operations and that like I do

10:49: expect to have like kind of substantial

10:50: boost um because that's like where a lot

10:53: of the heavy math is but it also you

10:55: know it doesn't have anything to do with

10:57: the code that's more like you know just

10:59: the core data types.

11:00: So that's like what I'm saying like

11:01: those two are separate tasks.

11:04: Um

11:06: and then we got one more question from

11:08: the discord. Uh Mintshock is asking

11:13: uh what is the most expensive part of

11:16: resinite back end cloud storage as a

11:17: distribution variation generation cloud

11:19: wars or anything else? Um so it kind of

11:23: depends. I don't have the numbers at

11:25: hand but it depends a little bit on how

11:29: you would slice it. I can see if I can

11:31: log in and thing real quick but I might

11:34: not be able to do that in VR. Um

11:38: let's see if this loads up.

11:42: other video I can get into it. Uh

11:44: actually no, never mind. This is not

11:45: this is my personal Azure. Um

11:49: yeah, I have to like pull the numbers

11:50: together.

11:52: Yeah, I can't I can't log in into like

11:54: in VR unfortunately. Um

11:57: I would say it kind of depends how you

11:58: slice it because there's like you know

12:00: for example what do you consider storage

12:02: because um the biggest part with that

12:07: cost the most like like they would

12:08: probably see is compute uh I thought

12:11: storage also takes a chunk but like it's

12:14: kind of hard to like separate some of

12:15: these costs because you know in order to

12:17: use some storage we have to use compute

12:19: and then to use compute you also need

12:21: some storage like for example you know

12:24: the compute services for API that's

12:26: going to use stuff like uh cues and it's

12:29: going to use stuff like you know uh like

12:31: a radius cache which you can consider

12:33: kind of storage. So

12:37: it depends a bit like how you slice it.

12:41: It's it's it's like um it's a little bit

12:44: hard to like you know separate them. uh

12:46: cloud it's also like some of these are

12:48: not like individual things like cloud

12:49: wars like you know that's mostly using

12:51: like uh storage like tables uh but

12:54: there's also like you know compute

12:56: involved because you need the API to

12:57: actually serve the requests and there

12:59: might be harder to kind of isolate some

13:01: of these uh some of them as well for

13:04: example the variation generation we have

13:07: like a server with a fixed cost that

13:09: like you know is multi-core server and

13:12: that has a good amount of like

13:15: processing power and that like is

13:16: currently enough. So, but that cost is

13:18: fixed and the server is also doing lots

13:20: of you know other stuff. It's like

13:21: running other services. So, it's harder

13:24: to separate those costs. Um I would say

13:27: like if you like look at the raw numbers

13:29: I would probably say compute is the

13:31: biggest one

13:33: but again like you know it kind of

13:34: depends how you break it down.

13:39: So that's all our questions from

13:42: Discord. uh which means we can get like

13:44: you know also the uh Twitch ones and the

13:47: first one like already kind of started

13:48: like answering um BD is asking IPC

13:53: schnopit so for those of you who don't

13:56: know um what what I've been like working

13:59: on like what what I've been also

14:01: specifically working on pretty heavily

14:03: has been the spliting which is

14:05: separating you know fruxyen from unity

14:08: into two separate processes and having

14:10: those two processes communicate over IPC

14:12: which is interprocess communication. Um,

14:17: and so like I think like you know we

14:19: need like a mechanism for the two

14:21: processes to communicate. So like the

14:23: main engine can send data to Unity uh to

14:26: be rendered with those two being

14:29: completely separate processes. Um and

14:32: for that like we pretty much like

14:34: majorly using shared memory uh because

14:36: it's like really really fast. And then

14:38: there's like a this library called

14:40: interprocess that actually cyro um help

14:43: kind of like prep and like test and fix

14:45: up a bunch of like issues with it uh to

14:47: make it usable especially uh even across

14:50: like different platforms

14:52: and

14:53: um the library like helped quite a bit.

14:55: It has like cool Q mechanism which is

14:58: built on top of shared memory where you

15:00: can put messages into the queue and then

15:02: like them on the other end and it uses

15:04: shared memory. So like you don't um it's

15:08: like really really fast. It also uses

15:09: system level semap force to like signal.

15:12: So you can have like usually one process

15:14: wake up a thread in another process

15:16: which is also like very speedy. Um,

15:21: this Sunday I finally fixed uh one of

15:25: the issues. Um, that that was kind of

15:30: one of those harder ones to diagnose.

15:32: Uh, if you seen the de uh there's been

15:35: this like weird thing that would happen

15:38: where everything like all the particles

15:40: and all the asset updates would just

15:42: freeze out of the everything just stop.

15:46: And I was like, why is that happening?

15:48: And after a bunch of like isolation, I

15:50: managed to find the queueing mechanism.

15:54: It's actually not like it just stops

15:57: like like even if I keep sending

15:59: messages on both ends, they're just not

16:01: coming through. So I was like why is

16:03: that happening? Is there like issue with

16:05: the library itself? Um so I started

16:07: digging through the library code and

16:09: actually found there's like a race

16:10: condition and what it like ended up

16:13: being is

16:16: um so with multi- threading

16:20: one thing that can happen that you have

16:22: to consider is like what operations are

16:24: atomic and which operations are not

16:26: atomic

16:28: because if operation is not atomic the

16:31: operating system can literally even if

16:33: something seems like a small operation

16:35: it can be two different operations at

16:38: the like that are separate and what can

16:41: happen is the timing happens such that

16:44: like the operating system will stop your

16:46: thread literally in middle of that

16:49: operation that you might have thought is

16:51: automic but it's not. So half of it gets

16:53: performed and the other half doesn't and

16:56: then it was another thread around

16:59: which will cause like weirdness

17:01: and specifically what's happening with

17:03: this library uh is when it writes this

17:06: data it writes uh a header for it which

17:09: is two integers and each integer is like

17:12: four bytes. So it writes two integers uh

17:16: which are packed as a strct where one

17:18: integer is a flag saying this data is

17:21: ready to be read. The other integer is

17:23: the size of the message. Um, and if I

17:27: grab a brush.

17:30: So, there's like literally a header.

17:34: There's two integers.

17:37: I'm going to do int

17:41: and int.

17:43: And this is like a strct. And then you

17:46: got like, you know, you got the flag.

17:54: And then you got the size.

18:02: And actually, I'm going to move it just

18:03: a little bit over here.

18:06: So, what normally happens is, you know,

18:09: you have like the writer of the messages

18:12: and you have the reader working with

18:13: this. Actually, it's kind of hard to

18:14: read there. I'm going to move it down.

18:21: So, if like, you know, you've got the

18:23: flag and then got the size and then

18:26: you've got, you know, your thread

18:27: that's, you know, doing stuff and the

18:29: thread like in the code itself, it looks

18:32: like, you know, this happens at once. So

18:34: like you know it runs here and then it's

18:36: done and then the messages are ready to

18:38: be read with like the flexing is ready

18:40: and the size of it.

18:43: However, because these are two integers,

18:46: these are technically two separate

18:48: operations and what would happen now and

18:50: then is the writer would write the first

18:53: integer and then it would freeze like

18:55: you know the operating system pro like

18:58: you know would freeze the thread and it

18:59: would let the reader run. And where did

19:02: my brush go?

19:04: So the reader it would look at this and

19:07: would be hey this says this is a

19:09: readytor you know ready to be read I can

19:12: process the message. So it would read

19:14: the size but because this one hasn't

19:16: finished its job it would read just zero

19:20: or like you know what value there was

19:23: pretty much zero. Um, and now

19:27: you know the message is kind of corrupt

19:29: because like it it didn't read their

19:31: correct size and it would kind of

19:33: explode the cube and things would just

19:35: you know freeze up because like it would

19:36: get into a weird state that it wouldn't

19:38: really properly recover from. Um, there

19:41: was a mechanism that would like auto

19:43: recover things but it would essentially

19:45: miss a messages. So like there was

19:46: probably slight like corruption

19:48: happening as well. Um,

19:52: but pretty much like you know the issue

19:54: was this was like a race condition and

19:56: these are like often times like really

19:58: hard to diagnose, really hard to find.

20:00: Fortunately, this one didn't take me as

20:02: long. Um, as some have like in the past,

20:05: but I still had to kind of like, you

20:06: know, dig a bit to like find this is

20:08: what's happening. Um and pretty much

20:11: like what I had to do is the main change

20:14: to the code is like that before this

20:17: flag gets written the size is actually

20:19: version first. So the size is there and

20:22: then so the size is like you know done

20:25: first it's already staged and only then

20:28: once everything is ready the flag is set

20:30: to like this is ready to be read. So the

20:33: flag is like you know the very last

20:35: thing that happens as the operation

20:38: meaning once this reader is like okay

20:40: because this reader is like you know

20:41: like frequently checking the flag every

20:43: time it tries to read a message it looks

20:45: at the flag it's like is this ready and

20:48: once it's ready you know the size is

20:50: already written and it fixed the problem

20:52: completely

20:54: um but it was definitely one of those

20:56: issues where like you know when it

20:57: started happening I was like this is

20:59: going to be a rabbit hole and it

21:02: actually end up like being a rabbit hole

21:04: in the library itself

21:06: which I'm a little bit surprised like

21:08: nobody has found yet. I think like in

21:10: part it was you know because like like

21:12: for you know the high performance like

21:14: literally have to try like kind of

21:16: hammering it like really hard like you

21:18: know like for the background queue like

21:20: there's just like things being

21:21: constantly written and constantly read

21:24: and it just like end up like hitting

21:25: that race condition frequently. Um, and

21:28: usually like you know when you get a

21:30: library like that you assume like it's

21:31: not going to have issues like that that

21:32: it's like you know it's battle tested

21:34: but in this case it wasn't and it took

21:38: you know I think it took me like 2 days

21:39: to like narrow it down and um then you

21:43: know fix up but now it's fixed so it's

21:46: no longer making me schnop it. It's no

21:48: longer making me disintegrate but I'm

21:51: still a bit surprised it was there.

21:53: [Music]

21:56: Yeah, that's pretty much it. I don't

21:57: know sir if you have any like related to

22:00: this because we also work with library

22:01: quite a bit

22:04: a little bit. there was like some

22:08: weird handling of so so basically what

22:11: uh the library would try to do when like

22:14: let's say you have multiple things

22:17: trying to read one of the memory maps is

22:19: it would uh so it would open the uh the

22:23: memory map file as a uh as like a

22:26: permissive file share mode so like other

22:28: processes could you know read the file

22:31: as well.

22:32: The problem is that it re it relies on

22:36: uh an exception being thrown when you

22:39: try to open a an exclusive file stream

22:42: on the thing. So that's how it checks if

22:45: it's in use is if the file stream does

22:46: an exception. Uh

22:49: that doesn't happen under mono.

22:53: That does not happen because mono

22:54: doesn't implement it that way. And so

22:57: that mechanism is just entirely useless

22:59: under mono especially under Linux. So

23:02: what I had to do was I had to implement

23:04: a secondary file that goes along with

23:06: the memory map but it's also memory

23:09: mapped and then I use interlocked uh

23:12: increment and decrement on it which uh

23:14: makes it a nice atomic counter that I

23:16: can use to determine how many users are

23:18: using the file.

23:20: That was a nice rabbit hole to go down.

23:23: Yeah. And it's unfortunately one of

23:25: those things because you know the big

23:26: part of the split thing is also that

23:28: we're actually you know moving away from

23:31: mono that we don't have to like you know

23:32: worry about it anymore and we have to

23:35: deal with the issues. This is one of the

23:37: few things that where we still need to

23:38: like deal with issue because this is the

23:41: part of the mechanism made for the two

23:43: to communicate.

23:47: So it's um

23:49: yeah but there's only going to be like a

23:52: few now and like most of the code is now

23:53: just going to be like nice and net 9. So

23:55: like that's that's that's going to be

23:57: really nice. But that's that's that's

24:00: for the IP of it.

24:03: Yeah. Like you have like no idea how

24:05: much we are excited for just you know

24:07: the improvement to the tooling and just

24:09: being able to use modern libraries and

24:11: modern language features and stuff like

24:13: it's it's very exciting.

24:15: Um,

24:17: next question. We got the we got typon X

24:20: from Ace on Twitch. Um, actually, wait.

24:23: I'm going to keep the brush around. Um,

24:28: do you have a Tonx?

24:32: I'm I'm actually

24:34: Typox. I don't know how to pronounce it.

24:36: I'm going to say White Tox. You know,

24:38: I'm just going to be lazy again. I'm

24:40: going to make it related to additional

24:41: bit. It's the shared memory. It's such a

24:44: cool concept. Like it's like

24:47: it's literally a mechanism where you

24:50: have two processes share the same chunk

24:52: of physical memory which makes them kind

24:55: of behave as if you know like it makes

24:57: the code not too different

25:00: especially if you structure it right. It

25:02: makes it not too different from just

25:04: working within the same process.

25:07: And that's like super cool that they can

25:09: do that because like it makes

25:10: architectures like this feasible and it

25:13: makes them very speedy because it's it's

25:15: literally like there's no serialization.

25:18: There's no coping like you know like

25:20: from some kind of like communication

25:22: mechanism. You literally write to the

25:24: chunk of memory and the chunk of memory

25:26: is also owned by the other process. So

25:28: like it's the data is just immediately

25:30: there. Um and it allows you know for us

25:34: to like implement this really cool IPC

25:37: architecture that's very very speedy uh

25:40: for like the data exchange because

25:42: literally we have like you know one one

25:44: process stages the data the other one

25:47: just reads it and we don't even need to

25:49: like you know serialize and des

25:50: serialize it because it's it's just we

25:53: just interpret the data like you know

25:55: appropriately

25:56: um and I'm like just l really glad you

26:00: know for this kind of mechanism to

26:01: exist. best.

26:04: Yeah, me too. I'm going to be lazy

26:06: making about that too.

26:09: Thank you. Thank you for the Thanks for

26:10: subscription. Bravo Bravo

26:14: Jules.

26:15: I'm sorry. I don't know how to pronounce

26:17: your name exactly.

26:18: Bravo Jules B34R. Uh, thank you very

26:22: much.

26:22: Thank you.

26:25: Um,

26:27: I'm going to also be lazy and make it

26:29: about uh might as well. I'm actually

26:31: very proud of the

26:33: the uh the atomic like file usage

26:36: capture that I made. So I can just use I

26:39: can just use interlocked increment on

26:41: the memory map.

26:43: That's that's super cool like because

26:45: it's available in C# like you can

26:46: literally use the same mechanisms just

26:48: on the shared memory and also with spans

26:51: like a lot of the code like when I was

26:53: for example making photon dust work like

26:55: with photon does already knew like you

26:57: know we're going to use shared memory to

27:00: put this put the data so the way photon

27:02: dust the way I designed it is so it

27:05: actually all the final data for

27:07: rendering is just put into this big

27:09: memory buffer it's just zero bytes

27:12: And all I have to do is just uh swap the

27:15: mechanism. So instead of just allocating

27:16: array, it actually uses Oh, thank you,

27:18: Jake the Fox for the subscription.

27:22: Get another one.

27:25: Yay. Thank you.

27:29: Um but like like I literally had to just

27:31: replace the allocator.

27:34: So like it allocates it entire memory,

27:36: but most of it it just uses spans. and

27:39: spans they they're like this beautiful

27:41: abscription mechanism where it just it

27:44: doesn't care where the data is. It can

27:46: be managed memory, it can be native

27:47: memory, it can be shared memory which is

27:49: just a form of native memory and like

27:52: pretty much most of the code just stayed

27:53: the same and it just works

27:56: like like like when I go to particles

27:58: like like I remember just being like I

28:00: implemented particles, fixed up a few

28:02: issues and then it just it was just

28:04: working and it was like it just works.

28:07: It's just there the same way, you know,

28:10: it was before, but now it's a completely

28:11: different mechanism. It's going from one

28:13: process to another.

28:15: So,

28:16: so that's um

28:20: that's very it's very cool. I like the

28:22: language and you can use a lot of the

28:23: features like you know regardless where

28:24: the memory is.

28:28: I also realized they might not know what

28:29: I'm saying by interlocked.

28:31: Oh yeah, that's like a Yeah,

28:35: it's it's it's like a nice like set of

28:37: classes for like in C for working like u

28:40: with like doing sort of atomic

28:42: operations and you can like typically

28:44: use them you know on manage memory but

28:46: like it just works the same like

28:47: regardless like even with native memory

28:51: just works DM. So the next question is

28:55: uh from I'm kind of covering up a bit.

28:58: Uh next question is from beauty amazing

29:01: process on the splitting looking forward

29:03: to pre-releases. So far any interesting

29:04: bugs that were accidentally fixed as

29:06: side effect of splittening.

29:10: I don't know if there's been any

29:15: that I noticed. like most of it's been

29:16: kind of focused on just you know fixing

29:19: the bugs of the split caused by the

29:20: split tending just reworking everything.

29:23: Um

29:25: yeah

29:26: um the the hitches from when you first

29:29: like pick up an item from like that boo

29:31: colliders generating legit.

29:34: I haven't tested it yet. I mean I don't

29:36: consider it a bug either. Um, that's

29:39: more just, you know, undesirable

29:42: behavior, but like not a bug. Um,

29:48: yeah, like most of us has like really

29:49: been just focusing on the bugs.

29:53: The um the one where our generic typing

29:56: for like casting an unsigned bite to

29:58: like a signed uh type uh it it like

30:03: ignores like the signing. So if you were

30:04: to cast like a bite to an integer and do

30:06: like bite 255, it would do integer 127.

30:11: I haven't tested it either. Like like

30:12: like literally like so far it's just

30:14: been like focusing and splitting just

30:17: getting things to work and fixing

30:18: whatever bugs come like you know along

30:21: with it. Like there's probably going to

30:23: be like you know stuff like that we

30:24: noticed in the past but like I haven't

30:26: really tested any of it like yet. Um,

30:30: and there's like nothing that like would

30:31: like would I consider like accidental

30:34: fix that like wasn't expected. So, right

30:37: now like I don't have any. We might like

30:39: find stuff, you know, during the

30:40: pre-release, which should be coming

30:41: soon. I was kind of hoping like to make

30:43: one today, but it was like kind of

30:46: today's kind of slow. So, um, I still

30:49: need to like fix up the render to

30:50: texture, some of the issues with that.

30:52: Um, but I think there's a very very good

30:54: chance the pre-release is going to open

30:57: tomorrow.

30:59: um with a caveat, you know, that like um

31:02: it's not going to have everything

31:03: implemented yet. There's still like a

31:05: chunk of things that need to be done. Uh

31:07: but the goal is to start testing as soon

31:10: as possible. Um because like when the

31:13: testing is going um you know, it can

31:16: help us out like by narrowing down

31:17: issues and you know and sort of

31:19: isolating them uh while we still kind of

31:22: work on the other things and it just

31:23: kind of it helps speed things up like

31:25: overall. Uh so I think

31:29: again barring something complex

31:32: happening I think it's going to be

31:33: tomorrow at this point. Um

31:36: [Music]

31:38: so yeah but also like you know a bunch

31:40: of stuff missing like for example the

31:41: pool is not going to have VR support yet

31:43: like it won't be able to run in VR. It's

31:45: going to be desktop only.

31:48: uh which is like you know good enough

31:49: for like a lot of the testing but um

31:52: during testing period I'm going to be

31:54: like implementing the remainder of the

31:56: like things which you can already check

31:57: on GitHub as well. I kind of I spent

32:00: like time like yesterday like organizing

32:02: everything. So uh

32:07: you can kind of see you know what needs

32:09: to be done.

32:11: [Music]

32:13: Uh,

32:16: Jagger Fox Arthur is asking, "Uh, should

32:19: I be concerned about textures? They can

32:20: see me. There's no reason to worry.

32:23: Like, no reason to worry at all.

32:27: Just just don't worry. They just they

32:30: just the textures just like to look like

32:32: you like it look. It's only fair because

32:34: like the entire time you're in VR or in

32:37: Resonite, what do you do? You spend time

32:39: looking at textures. You look at them so

32:42: much. It's only fair that one of them

32:44: will get to look back at you.

32:50: It's only fair.

32:54: Lucon's asking, "Fus, why are you

32:56: yellow?" No, it's No, it's just are you

32:59: yellow? I mean, yes,

33:06: nukun. Sir, are you yellow? Um,

33:09: no.

33:11: Yeah, this this is simple questions.

33:14: Bipolar fuzzy bipolar bear is asking who

33:16: ate FX's mic. Um I don't know. It just

33:20: likes to turn off sometimes.

33:25: Uh Nikon's asking, "What world are you

33:27: in and why are you in here?" Uh so this

33:29: world is called Deep Dreams. It's by the

33:32: team vibes. It's one of their MMC

33:33: entries. Actually, I forget which year

33:35: it is. Uh let me check. Uh 2023. And

33:39: it's a beautiful world. Like it's kind

33:41: of it matches like the you know it's

33:43: really hot over here. Um it's very very

33:47: very pretty world.

33:49: Um and it's kind of like you know kind

33:52: of tropical themed which kind of matches

33:54: the weather. So I was like let's let's

33:56: do this one. I really like the visuals

33:58: of it. Um I was actually I'm going to

34:00: switch it to third person. Uh let's look

34:02: around a little. Uh this might be a

34:05: little bit weird like because I'm kind

34:07: of in full body. just going to be kind

34:08: of floating around. But, uh, you got

34:10: this like, you know, you got this cool

34:13: pool. There's like um,

34:16: let's actually go

34:18: back to spawn. So, as you go through

34:23: and let me adjust the camera a little

34:24: bit more. There's like, you know, this

34:27: nice area,

34:31: which I might like actually end up like

34:33: using some of this to like for future

34:35: streams because like this is its own

34:37: vibe. Like I really like this area. This

34:39: one's super cool. And there's like this

34:42: where we can go through

34:47: and it's this very like it's very dark.

34:49: So maybe not this area, but it's very

34:52: very very pretty. And there's like this

34:55: kind of pool where you can kind of see

34:56: inside and you can actually go

35:00: and know there's like fish that that

35:01: like will react to you as well. I forget

35:04: if they're in here or elsewhere.

35:06: I know there are somewhere.

35:09: Um

35:11: this is really really pretty world.

35:17: as one of the reasons I like is because

35:19: the team vibes like they mix some of the

35:21: most beautiful and graphically polished

35:24: worlds um when there is a night. So I

35:28: think they're also like you know a

35:29: really good showcase of like what you

35:31: can do and the other reason is also I

35:34: was testing this world like earlier uh

35:37: on the splitening build

35:40: where um

35:42: there we go let's get outside. I was

35:44: testing to do this build like you know

35:45: on the splittening build um

35:51: just to see like how it looks. I was

35:53: capturing some screenshots and such uh

35:56: because I think like these worlds

35:57: because they're like so complex like

35:58: they make a good test. There's also like

36:01: this area which I jumped into water. Um

36:08: there we go. Let's go. There's like a

36:10: bar and it's like a whole mechanic where

36:13: you can make like shakes and there's

36:15: like, you know, fruit around. Um,

36:18: probably not going to do it because it

36:19: takes a bit, but uh there's there's

36:20: fruit.

36:23: Oh, and we got we got

36:27: there's fruit

36:29: and you can like make things. It's it's

36:31: very very nice. There's a lot of like

36:32: interactivity to it. Um,

36:35: let's see. Who was that?

36:39: We could um

36:42: Oh, the other scrolled by. What was it?

36:46: Was a raid, but the Oh, it's Sky Wolves.

36:48: Thank you for the raid.

36:51: I'm going to position myself back here.

36:53: But yeah, this is a completely cool

36:54: world. I recommend checking it out. The

36:56: other reason is also like you know like

36:58: I feel we have so many cool worlds on

37:00: there night and like often times people

37:03: will go through them and then they will

37:04: kind of forget and this one's like what

37:07: like 2 years old and like I feel like

37:09: people don't really visit this one

37:11: anymore. Um,

37:13: but like it's still like you know it's

37:15: beautiful world. So I like to kind of go

37:18: through the older ones

37:20: and every every like every resonance you

37:22: know I try to like take a different

37:24: world. So we might go like you know kind

37:26: of back in the history through some of

37:28: them. So uh hope that kind of answers

37:31: that question.

37:35: Let me also position myself back. There

37:38: we go.

37:41: Let's see.

37:45: Next questions from Moon Base. Do you

37:47: like the color blue? I say it kind of

37:50: depends. A lot of colors. It's kind of

37:52: like, you know, what specific shade it

37:54: is and how is it used? Because it's got,

37:56: you know, like the deep blue like this,

37:58: but you also got like, you know, sky

38:00: like this one. So, it kind of depends.

38:02: It could be like a really nice color.

38:05: How about this hair?

38:06: I mean, one of my eyes is blue, so I

38:08: guess I like it. Yes,

38:12: you have like it and have green. It's

38:15: also funny because in in some languages

38:17: like Chinese like they didn't

38:18: differentiate between like blue and

38:20: green for like a really long time. They

38:22: just consider them the same color just

38:24: like different shades.

38:28: [Music]

38:30: Uh next questions from checkbox author

38:34: right now. I'm sorry I got a cover for

38:38: the questions.

38:41: Uh, right now the FPS limits when

38:44: unfocused only works if the game was

38:46: started in the sub mode without VR

38:47: runtime. Is there any chance it could

38:48: also work when the game was started with

38:50: VR runtime post split ending? Probably

38:53: not because like when you run it with

38:54: VR, the VR runtime kind of like takes

38:58: control of the frame pacing. So, um that

39:02: would have to be kind of figured out

39:04: like we have to like I think we would

39:05: have to like disengage the VR runtime

39:07: somehow. Uh and right now like I like we

39:12: could look into it like if there's like

39:13: you know a lot of interest but it's also

39:15: like one of those things where it might

39:16: be kind of harder to do or even

39:17: impossible to do depending on how it how

39:19: the runtimes like end up like working

39:21: out. Uh we might need to like unload VR

39:24: completely which might have like you

39:26: know its own kind of issues. So

39:29: not sure about that one.

39:35: Uh next questions from check the fox out

39:38: there. Also any chance the clipboard

39:40: rework fixed losing alpha channel when

39:42: copying to clipboard. So um what I've

39:46: actually ended up like fixing is um when

39:51: you paste something from clipboard it'll

39:53: use it'll check if there's like fancier

39:55: formats available. um

39:58: and use that which actually makes

40:00: copying images with alpha work like when

40:03: you paste them in. Um

40:06: I tried fixing

40:10: I tried fixing the

40:12: like copying but it's a little bit more

40:15: involved to get working and I was like

40:17: this is not a priority right now. So

40:19: right now it doesn't work right. Uh and

40:22: one of the reasons is like there's like

40:23: actually two APIs. There's like the API

40:25: for just working with bit maps in

40:27: clipboard, but it's actually older and

40:29: like the windows will make bunch of

40:30: conversions, but there's a new one newer

40:33: one uh where you put like more complex

40:36: data objects into the clipboard and it's

40:37: like how of the image pasting works and

40:40: how also like you know other formats

40:41: work. Uh the good thing is like we can

40:44: is easier to work with it right now

40:46: because it's you know just kind of part

40:47: of the process. So I do want to take a

40:50: stab at it or maybe have somebody on the

40:51: team like you know take a look at it and

40:53: figure out like you know the right

40:54: formats and how to like format

40:56: everything uh so it works and we could

40:58: even look into like one of the things I

41:00: would want to get work is for example

41:01: copying and pasting audio. So like you

41:03: know we can just be working with

41:05: audacity and like copy audio and just

41:08: paste it in here and make things like

41:10: you know super simple uh and kind of

41:12: like build build on the you know the

41:14: clipboard interactions. Um but that's

41:16: postpl splithning thing. Um because it

41:19: wasn't unfortunately it wasn't trivial

41:21: to fix and I was like you know this and

41:25: I have like other priorities right now.

41:27: So um I need to like hunt that for later

41:31: but it's going to be easier to fix.

41:33: That's the main part.

41:35: Oh no why does Twitch Why is Twitch

41:38: censoring this one?

41:41: Um I don't I imagine it's just numeric.

41:45: Um why did it censor that? Uh shutting

41:49: here is asking when numeric finally

41:52: brings in complex numbers was the first

41:53: node or component you want to extend

41:55: with them as input. Um I mean I don't

41:58: really have like any specific well

42:01: there's assumptions there. Numeric will

42:03: not automatically give complex numbers.

42:06: um we do want to add complex numbers and

42:08: the numeric will make it easier to do

42:11: that but like you know

42:14: it's not going to happen automatically.

42:15: We actually have to we still have to add

42:17: complex numbers. So like you know that's

42:20: not like the numeric the complex numbers

42:22: are not going to happen automatically

42:23: with the system numeric. Um

42:27: however once we do add complex numbers I

42:31: don't really have like any favorite like

42:33: it's mostly just like adding the

42:35: standard set. So like you know anything

42:38: like any like math notes like they'll

42:41: like you know they'll have like versions

42:43: of it but I don't have any specific one.

42:46: [Music]

42:48: I sorry if you got any thoughts on that.

42:53: M

42:56: I mean

42:58: I don't know. I suppose like

43:03: complex numbers what for specifically

43:06: complex numbers I'm not really sure. I

43:08: mean I guess they'll make

43:10: I guess they'll make certain types of

43:11: math easier I suppose. Um but I don't

43:14: have any specific thing. Yeah,

43:16: I know that I'm pretty sure system

43:18: numeric has like a complex number type,

43:20: but I guess we also need to like

43:22: implement it.

43:24: That's what I said like it's not just

43:26: because we switch like you know use to

43:28: system numeric doesn't mean you get it

43:30: automatically

43:32: but yeah like not really specific ones.

43:34: It's just like nice. It'll be nice like

43:36: having it for like simplifying a lot of

43:38: math. So just you know the general

43:40: support with math knows but um that's

43:42: about it.

43:44: So, Glitch is asking, "Is Mayion an

43:47: instrument?"

43:49: Is that a Spongebob reference?

43:52: Yeah, it's a Spongebob reference.

43:53: No, I know. He's um I'm just I'm just We

43:56: have this thing like where Glitch is

43:58: like

43:59: he's always like there's a Spongebob

44:01: reference and there's like so many

44:02: things that are Spongebob reference that

44:04: I don't know are a Spongebob reference.

44:06: apparently even a lot of stuff in on the

44:08: resume that happens is a Spongebob

44:10: reference and I'm like oblivious to it

44:11: because I never watched Spongebob and

44:14: then glitch made me watch a bunch of

44:16: Spongebob

44:17: so I get some of the references

44:20: and also yes the well you see that's the

44:23: power of VR we can make mayonnaise that

44:27: actually is an instrument on here so the

44:30: answer could very well be yes

44:34: I know if anybody's watching

44:37: Somebody please make a mayonnaise

44:38: instrument.

44:40: Just just make make it happen. Make make

44:43: a mayonnaise instrument so we can then

44:46: be so we can just be you know when

44:50: somebody asks is mayonnaise an

44:51: instrument we can answer yes it is an

44:53: instrument. Here it is. You can play it.

44:59: Please make my an instrument.

45:02: Please don't.

45:03: Please. Yeah. to

45:05: No, just just just if you need

45:07: motivation, think how much Sire will

45:09: suffer.

45:14: I'm going to cry now.

45:15: I don't want to cry.

45:19: Make it making an instrument.

45:21: Think of the memes.

45:28: Uh, next question is from uh, Cos Cosmic

45:33: Waffle. Roughly how long do you estimate

45:35: it will be before Splatooning hits

45:37: stable branch? Uh, this kind of depends,

45:39: you know, how many issues there are, but

45:41: I think like it's very likely going to

45:43: happen by the end of this month. Um, you

45:45: know, things are can always happen so

45:47: you can like, you know, if you run into

45:49: complications, but so far right now

45:52: things feel pretty good. Like I've I've

45:54: run like you know the builds where

45:56: um I pretty much run through a bunch of

45:59: worlds and it would run for like you

46:00: know 40 minutes. I went through the

46:01: entire Black Mesa like right and things

46:04: are pretty stable. There's like some

46:05: issues but like it's gotten to the point

46:09: where

46:12: we'll see. We'll see what happens with

46:13: pre-release testing. But right now I do

46:15: feel like it's going to be by the end of

46:17: the month.

46:21: And like now now now I'm worried because

46:23: you know like I'm saying that like and

46:24: it's like

46:27: you know Morph's law will try to make it

46:30: not so.

46:33: Oh boy.

46:36: And next question is from Jack the Fox

46:38: author. Uh currently it's pretty hard

46:40: for users to identify sources of lag

46:42: because there has only limited profiling

46:44: capabilities. What kinds of thing do you

46:45: have planned to help creators identify

46:46: sources of lag and optimize content

46:48: easier for the future? So Sarah's

46:51: already being activated. Um

46:54: do do you want do do you want to answer

46:56: that that part?

46:58: Do you want to talk about Tracy?

47:00: Yes. I want to put Tracy profiler in FX

47:03: engine really badly. Basic like

47:06: basically you like instrument the

47:09: functions that you want to like profile

47:12: and as you start like instrumenting more

47:14: of your codebase and adding like

47:16: profiling zones it'll uh it'll you can

47:21: connect to the actual profiler app and

47:22: it will start building out like a flame

47:24: graph of like this function and then all

47:27: the functions that make up the time that

47:29: that function took and then like down

47:31: the tree and you can see exactly how

47:34: long something took. And you can even

47:36: mark locks as well, so you can diagnose

47:38: lock contention as like too and see

47:40: which areas of your hood base are being

47:42: like contended for resources and stuff.

47:45: And it's just it's super lightweight and

47:47: it's super cool. And there are ways to

47:49: build it in where it doesn't even have

47:50: any impact on like the the runtime

47:53: performance until like you turn it on.

47:54: And it's it's amazing. I love it. I want

47:57: to put it everywhere in the codebase. I

47:59: want to smear it all over Fruits Engine.

48:01: It is going to be insane. and it's going

48:04: to be cool and it's going to show us

48:06: what the biggest like things uh what the

48:10: biggest things are that are actually

48:12: like hitting the engine and we'll be

48:13: able to use it now because the library

48:16: for it like the C# bindings are only

48:18: like .NET 7 and up. Um, so we can

48:21: actually use that library and we can

48:23: like integrate it and then we can

48:25: profile it and then we can whatever we

48:28: want we can see how what parts of engine

48:30: are the heck and we can do it now and

48:33: it's kind of cool because like it like

48:35: comes like a really cool visualization

48:36: tools as well because like flame graphs

48:38: like a lot of flame flame graphs

48:40: and it's like one of those libraries

48:42: like we really really wanted to use and

48:44: we're not able to you know because it's

48:46: like requires the modern net runtime and

48:49: now we'll be able to um however the

48:53: there's also like other thing because

48:54: like performance profiling you know is

48:56: complex and flame guys develop a lot but

48:58: there's also going to be more tools

48:59: where you can sort of measure you know

49:01: how many assets are on the like you know

49:03: how much texture data is being loaded

49:04: how much of mesh data is being loaded so

49:07: there's also going to be like other

49:08: tools because usually even like for

49:11: myself when I'm like diagnosing

49:12: performance flame graphs are like flame

49:14: graphs are like excellent but also they

49:17: don't always give you the full story for

49:19: things. Um, so there's likely going to

49:21: be more tools as well on on top of that.

49:24: But I think like the Tracy one, it's

49:25: like a good like

49:28: good one like to like even start because

49:29: like it's like existing library.

49:33: You can do fancy stuff like that.

49:36: This is very fancy.

49:39: Yeah. You can like see all of like the

49:41: times that things take up. Like you can

49:43: see like this thing right here like the

49:46: it shows like what functions make up the

49:48: function above it and then the function

49:50: above that and it's I could talk about

49:52: it for hours like oh my god I'm like I'm

49:55: going to like explode. I'm going to

49:57: explode and soon we'll be able to like

49:59: shove it in. We're getting there. This

50:02: is this is one of the reasons it's so

50:04: like exciting for like you know 9. So

50:07: should you give me a second? I need to

50:08: wipe my face because like it's really

50:11: hot and it's itching my forehead and I

50:14: can't

50:16: what?

50:16: Okay,

50:18: Puks is sweaty. He's uh going to

50:21: desatify, I guess.

50:25: [Music]

50:34: There we go. I wish I keep like a a

50:37: small towel nearby because now it's

50:40: getting so hot that like my f face just

50:43: gets sweaty in the VR headset and I just

50:46: need to like take the headset off and

50:47: wipe it for a bit. It's like the worst

50:50: thing is like when it like you know you

50:51: got like sweat like rolling down and you

50:53: can't reach into the headset to scratch

50:55: it and it's like itching it. It's awful.

50:59: Yeah, it's very awful.

51:00: I'm I'm very excited for this like

51:02: having tooling like this. This is going

51:04: to be huge. And it's also like we still

51:07: probably have to figure out how to kind

51:08: of like, you know, expose it for things.

51:10: But like

51:13: once that's done, you know, like that's

51:15: going to be I think excellent tooling.

51:21: [Music]

51:22: Uh, next question is from Rasmos0211.

51:28: Uh, is it possible to run the game and

51:29: headless entire offline? examples like

51:32: setting up a land party of sorts

51:34: demonstration without internet access.

51:36: So right now there's some issues that I

51:38: know like where it won't run offline. Uh

51:41: we kind of want to fix those up at some

51:43: point but I don't think it works right

51:46: now. Um so yeah like right now you

51:50: probably not going to be able to.

51:55: If it's like something you're interested

51:56: in then I think there is an issue on

51:59: GitHub. Um

52:02: there's um

52:05: uh check if get a hard giving up if it

52:08: is something you know like you would

52:09: like to do.

52:11: Uh next question is uh from cosmic

52:14: waffle. Uh also will the splitting

52:16: improve status freezes when users join

52:18: wars and large items of theirs are

52:19: loaded or is it separate issue in my

52:21: experience that the single worst instant

52:23: of B performance currently in Ronite? So

52:25: I'm curious to hear. Um it should help a

52:28: fair bit. Um the problem with like you

52:31: know stutters is there's like not a

52:32: single cause of them. So whatever the co

52:36: like you know whatever the specific

52:37: cause is of a given stutter

52:39: it will depend you know on that. Um I

52:43: did notice like uh you know with net 9 a

52:47: lot of it like a lot of the stutters are

52:48: are either going to be solo like you're

52:50: not going to notice them or they're

52:51: shorter. Uh but there's also like you

52:54: know starters that are for example with

52:56: asset loading where you know they need

52:58: to be uploaded into the GPU and it's

53:01: probably something I think we'll have to

53:03: kind of fine-tune. Uh so it kind of

53:05: balances you know how fast things load

53:07: versus how much frame time they take. Uh

53:10: also like the mechanism that we're using

53:12: right now is actually um it helps with

53:15: loading performance a lot because uh

53:17: previously what would happen is when fru

53:19: engine is you know doing its job unit is

53:24: like not able to do anything um and then

53:28: like once fision finishes its uh you

53:30: know finishes its job it's because like

53:32: you know Unity was actually running the

53:34: fision code then it does you know bit of

53:36: the asset uploading and then it renders

53:38: a frame. What happens with the split

53:40: setting is actually when Unity is like,

53:42: "Okay, I'm ready for the frame. Here's

53:44: the data. Proxension is doing its

53:47: updates while Unity waits on for

53:49: extension to send it a frame, it's going

53:51: to keep uploading assets to, you know,

53:53: memory. So, it's kind of doing that in

53:55: parallel as Fenion is like computing

53:57: everything. And once it's ready with a

53:59: frame, it sends the frame and then unit,

54:01: you know, renders it out. Uh, and that

54:04: like helps a lot with loading speed

54:06: because like now it doesn't have to, you

54:08: know, do it in sequence, but it can be

54:09: doing that in parallel. Uh, but that

54:11: mechanism might require some tuning. Um,

54:14: I think I have to kind of touch it up.

54:15: But overall it depends you know a lot

54:19: like like overall the net 9 it's gonna

54:22: it's it speeds things up

54:25: and also like you know some some uh some

54:27: of the hes were caused like by the

54:28: garbage collector which should be like

54:31: largely gone uh because the garbage

54:33: collector with run time is you know much

54:36: much much more smarter. Um but it

54:39: depends you know there's still going to

54:41: be some hitches. Um and like you know we

54:45: can look like but the good thing is you

54:46: know with the profile and things we'll

54:48: be able to like you know diagnose more

54:49: of them and figure out whatever

54:52: solutions are necessary you know

54:55: it it it's like you know

54:59: there there'll still be some stutters

55:01: like you

55:03: shouldn't expect you know they're just

55:05: going to be gone completely because

55:07: there's always going to be something

55:08: that might end up like you know taking

55:09: too long. what the goal is, you know, is

55:11: like make them lower and also like, you

55:13: know, eliminate the most common ones so

55:15: you don't encounter them as often. Um,

55:17: but I don't think like we will ever be

55:19: able to eliminate every single source of

55:21: stutter.

55:23: Um, you know,

55:26: that could happen because like it can

55:28: happen for lots of reasons and a lot of

55:30: it can also be user content related too.

55:33: And there is one thing I do want to do

55:35: that's already I have again a issue for

55:36: is like if the main engine kind of

55:39: stutters for too long

55:42: uh will actually keep like the previous

55:44: state of the scene meaning like you'll

55:46: be able to like you know look around but

55:48: your avatar and stuff like will be

55:50: frozen uh because it's not going to have

55:52: like new data on it. Uh and that should

55:55: also help a bit like you know with some

55:56: of the stuff especially for example if

55:58: you're like watching a video. So say

56:00: like you're watching a video right now

56:02: if it freezes everything freezes. The

56:03: video freezes you know that kind of

56:05: disrupts you. Um

56:09: with this you know like when it happens

56:11: you will be able to see the video

56:12: continue playing. So that should also

56:15: help like make things feel much better

56:17: but I don't think we'll ever you know

56:20: eliminate like 100% of it. It should

56:22: just get like, you know, a lot better

56:24: across the board, but

56:28: unlikely ever completely gone.

56:34: Uh, Satan uh is asking any question you

56:38: have for chat.

56:41: H, what's going to what will be the

56:45: first thing you're going to do with with

56:46: a split ending? I don't know.

56:50: I I I I I I'll have to think over this.

56:52: I

56:54: [Music]

56:55: s do I have any questions?

57:00: Let me see here. Do I have any

57:02: questions?

57:08: Yeah, I guess mine is like what's what's

57:10: what's what's going to be the first

57:12: thing you want to do thing when it

57:15: releases. That's I mean that's kind of

57:17: like on the top of my head right now. So

57:19: that's kind of like you know what I'm

57:20: asking.

57:22: Cosmic is asking first thing I'll do

57:24: post buttoning is spawn the 1.6 million

57:26: polygon copyart and see if it crashes.

57:29: I mean I don't think it's going to help

57:31: that much with that because it's mostly

57:33: GPU side. Actually it helps with the

57:35: things for the collider.

57:37: Well yeah like if it's a mesh collider.

57:39: Yeah, maybe. I don't know. That's

57:42: Nick's asking.

57:43: First thing that I will do with

57:44: splitting is go through my wars and test

57:46: optimize them in testing phase video.

57:49: First thing after splitting is released,

57:51: benchmark some flux contraptions that

57:52: I've been worried about. Overhead of if

57:55: they're light enough, I'll be using them

57:56: in mod attacks. Nice. That's going to

58:00: make more systems feasible that might

58:01: like, you know, might have been too

58:02: heavy. Actually, I do have another

58:05: question.

58:08: Um,

58:10: shenanigans will happen when the

58:12: spliting happens. Was that is that I

58:14: think that's I think it's ages because

58:16: of the shenanigans work. Then I get like

58:19: a lot of people in our team is

58:20: shenanigans.

58:22: Um, I think that's ages.

58:26: I think that's ages. Is it ages? Is it

58:29: you? Is it you?

58:34: Cuz yeah. Um

58:38: the question I actually have like this

58:40: one's actually like a more practical one

58:42: is like what would um so like one thing

58:46: I kind of feel like we need for resite

58:48: to grow is get more people to talk about

58:51: it on social media because there's like

58:53: a lot of cool stuff that happens there's

58:54: a lot of reasons you know people like

58:57: being on night and they're like having a

58:59: lot of fun but I feel like a lot of

59:01: people that are outside of Resonite they

59:03: don't know about it like you know

59:04: they're like It's almost like it's more

59:06: of a black box to them. And what I feel,

59:10: you know, would help us a lot is like if

59:12: more people kind of shared, you know,

59:15: clips from Resonite, like all the cool

59:16: things on social media to like, you

59:19: know, showcase

59:20: what can be done here, what kind of fun

59:22: you can have. Is there anything that

59:25: would make you want to share it more?

59:28: like like what what could we do on our

59:30: end that would make you like you know

59:32: share more stuff on here and kind of

59:34: help like you know do spread the word of

59:37: like um what's the word like like do

59:40: more like you know word of mouth kind of

59:42: well it's is it word of mouth when it's

59:43: social media

59:45: just kind of like you know essentially

59:46: talk about it more on the social media

59:54: let's see

59:55: yeah that's a good question

59:56: we got Uh

59:59: we also get more questions. Uh not

01:00:02: questions. Uh

01:00:04: as TW I want to invite friends there

01:00:07: post splitending. Oh it's scrolling but

01:00:09: I might wait until post spliting when

01:00:11: book gets updated. Yeah. Uh spawn a

01:00:15: bunch of a a ward hop when it becomes

01:00:18: out of stable. I'm going to try pop into

01:00:20: more public worlds like camp for Friday

01:00:22: and stuff. Oh yeah. Come for come for

01:00:23: Friday. Like I'm looking forward how

01:00:25: that feels like you know when bit better

01:00:27: performance because that usual has a lot

01:00:29: of people looking yes I'll invite more

01:00:31: people have groups that are waiting to

01:00:33: join most is saying yeah try and pile

01:00:35: more people on performance is improved

01:00:37: that is one of the biggest complaints

01:00:38: from arrivals sand makes sense navy

01:00:41: first thing I'll test a guardian oh

01:00:44: that's going to be good one isn't that

01:00:45: one of the actually wait is that that's

01:00:47: one of the Japanese game worlds isn't it

01:00:50: that was a heavy one but cool but heavy

01:00:53: Okay. Uh, cosmic waffle. I had a social

01:00:56: media presence. I bree here and

01:00:58: appreciate it.

01:01:00: Maybe make a social media presence.

01:01:05: How like creator jam and stuff will

01:01:06: feel.

01:01:07: Yeah. Yeah. The one is also I'm really

01:01:09: curious about creator jam. I want to

01:01:12: moon base my also try a few friends who

01:01:14: I've tried before to try again. Cosmic

01:01:15: resing every friend I have about game.

01:01:17: Thank you. Make it easier to record

01:01:20: video for insiders on an official

01:01:21: interactive video camera. Yeah, that's

01:01:23: like this one thing I've been kind of

01:01:25: really thinking about because like

01:01:28: I've really wanted to like you know add

01:01:30: something like that because if it's if

01:01:32: it's as easy to record videos you know

01:01:34: like because sometimes I see like

01:01:36: there's something fun happening I'm like

01:01:37: I wish I could just go like and record

01:01:40: clip share done like I think like making

01:01:44: it simpler like that would definitely

01:01:45: like help and that's like it's been on

01:01:47: my mind quite a bit. Um, Epic is if

01:01:50: you're talking Richard. Uh,

01:01:52: as F public service announcements,

01:01:54: everyone falls. There's an access more

01:01:56: people can play it. Uh, if you want more

01:01:59: people to talk about and I just released

01:02:00: the split ending there. Yeah. Like

01:02:02: that's also like you know what we're

01:02:03: doing. Uh, people are excited so be

01:02:06: talking about it.

01:02:08: Yeah.

01:02:11: Okay. Anyway, that's that's the question

01:02:12: for chat. Like we should do this more. I

01:02:14: kind of want to do more stuff like where

01:02:16: we get where we get to ask you the

01:02:18: questions.

01:02:20: I want rigid body physics.

01:02:22: Oh my god. I want rigid body physics

01:02:24: too. I feel it's going to be another one

01:02:25: of those things that's just going to

01:02:26: lead to infinite shenanigans. that's

01:02:28: going to be like like that's going to

01:02:29: bring it to you know Gary's level kind

01:02:31: of shenanigans where they just have like

01:02:33: things like eating everywhere and like

01:02:34: I'm like somebody will make like they'll

01:02:36: make like you know like a rocket like

01:02:38: you can stick on something that's going

01:02:39: to make it fly around they're going to

01:02:41: make like a spring constraint put it on

01:02:43: their leg and they're going to be

01:02:44: flailing behind it and you know stuff

01:02:46: like that just happen

01:02:48: like like it's that's I feel that's

01:02:50: going to make leggers and I feel like a

01:02:52: very different game for the shenanigans

01:02:53: because like there are a lot of

01:02:55: shenanigans but like Richard B physics

01:02:58: there going to be lots of games because

01:02:59: like there's like there's a whole bunch

01:03:02: of games that are like 90% just physics

01:03:05: and people already making some it's just

01:03:07: that's been kind of difficult to make

01:03:08: them you know like the pool table or the

01:03:10: bowling like Ka made like a really good

01:03:12: one there that's also the bowling world

01:03:13: but there's so many games where it's

01:03:15: just literally

01:03:17: physics like eating things around

01:03:19: vehicles yeah like people have been

01:03:20: doing vehicles but those also kind of

01:03:22: you know more difficult to do um and

01:03:25: when you can just have stuff like

01:03:28: beating around. It's going to be a lot

01:03:30: of fun.

01:03:32: Yeah. It's like one of the hallmarks of

01:03:33: like a game like Gary's pod.

01:03:35: Yeah. You can, you know, if if you were

01:03:37: if you had any more dabs that it's ages

01:03:41: ages activated.

01:03:43: Yes.

01:03:43: Like there's there's literally been like

01:03:45: number of times where like I'm just in a

01:03:47: session and just some vehicle comes in.

01:03:49: I'm like is that ages? And it just comes

01:03:51: out. I'm like it is ages.

01:03:54: this there there's like 50% chance he's

01:03:56: going to arrive you know your session in

01:03:58: some kind of uh vehicle

01:04:03: the next questions is from uh also Sen

01:04:07: ask what's your favorite brush question

01:04:10: to both I kind of used the yellow glow

01:04:13: one because I made it like forever ago

01:04:14: and I just I don't know I kind of

01:04:17: I like it's I I I

01:04:21: feel like I could like make a better one

01:04:22: but also like I don't better enough like

01:04:24: you know this works okay enough

01:04:27: so it's more of like a brush hole

01:04:30: oh that's fun

01:04:33: I remember when I had a convex hole I

01:04:34: was like like I saw it in the tilt brush

01:04:36: and I was like I'm going to steal that

01:04:38: and and I was like I made like a post

01:04:41: about it I was like I stole stole the

01:04:43: thbrush convex hull and it's a little

01:04:46: like my idea was like you know because

01:04:47: people say steal like in sort of tongue

01:04:50: and cheek like mode but some people got

01:04:52: so upset They were like, "Oh, like I see

01:04:54: a lawsuit coming." And I was like,

01:04:57: "What?"

01:04:58: Like, it's it's it's like,

01:05:01: you know, I was like,

01:05:04: it wasn't like actual like, you know,

01:05:06: steal steel. It's like the tongue like,

01:05:08: you know, tongue and cheek when you see

01:05:09: like that's a cool idea. I'm going to,

01:05:11: you know, steal that and they don't

01:05:14: you're not actually stealing it. But I

01:05:15: was I was a little bit taken back by

01:05:19: that.

01:05:21: Um,

01:05:22: you're stealing it.

01:05:23: You're stealing it the same way, you

01:05:25: know, I steal a reality when I 3D scan.

01:05:28: It's just like, you know, tug and cheek.

01:05:32: Yeah, I like the wireframe like convex

01:05:34: holes. It's a free rock generator.

01:05:35: Oh, yeah. You can Yeah, there's like so

01:05:37: much you can do with it. It's just It's

01:05:39: satisfying to work with.

01:05:42: Uh,

01:05:46: next question is from Kite VT. How long

01:05:48: did it take you to stare at the rain in

01:05:50: total for that one delog? Can't remember

01:05:52: which one it was. Yeah, that was

01:05:53: actually the IPC shop. That's how I was

01:05:55: diagnosing it. Like I found the easiest

01:05:58: way to have that happen is just open the

01:06:00: shadow cove and just stare at the rain.

01:06:04: And I was think like overall it took me

01:06:08: I think it's like just total like about

01:06:10: an hour because like when the bug was

01:06:12: still present like it would happen like

01:06:14: in the first 3 minutes or something like

01:06:16: that like the rain would just freeze

01:06:18: like it would be very obvious. Um so I

01:06:22: would like you know like and every time

01:06:23: it happened I would just be like okay

01:06:25: happened shut it down look at the logs

01:06:27: diagnose what's happening. So, I wasn't

01:06:29: staring at like the rain for too long.

01:06:32: And it wasn't until it was actually

01:06:34: fixed

01:06:35: that like, you know, I had like I was

01:06:37: like staring at it for a long time. Like

01:06:38: I literally I had it open for like I

01:06:41: think like 10, 15 minutes, 20 minutes,

01:06:44: something like that. Was just like

01:06:46: staring at it and I was like, "Okay,

01:06:47: it's not happening. I'm just going to

01:06:49: I'm going to record a delog and talk

01:06:50: about it and, you know, use it to stare

01:06:52: at it some more." Um,

01:06:56: so yeah, like the longest the longest

01:06:59: part of that was like once it was once

01:07:00: it was actually fixed is just kind of

01:07:02: start staring at it long enough to be

01:07:04: like, okay, yeah, this is fixed. Like

01:07:05: it's not happening anymore. Uh, and it's

01:07:07: not like, you know, not a fluke that

01:07:09: it's not happening in the first 3

01:07:10: minutes. So

01:07:13: I would say my estimate is like about an

01:07:15: hour.

01:07:19: Um, Jack Fox is asking, "Are you worried

01:07:22: the performance improvis

01:07:24: run too fast and actually make other

01:07:26: social platforms look bad? So, you have

01:07:28: to arbitrary dirt sleeps are slowing

01:07:30: down again, not to make other platforms

01:07:32: look bad. I'm not worried about that.

01:07:35: I'm more worried that like it's not

01:07:37: going to help as much as some people

01:07:39: like will want this to." And right now,

01:07:41: like I don't know how much it's like

01:07:43: going to help like in some cases like

01:07:45: I'm but I'm more worried like I know

01:07:46: that people might be too overhyped.

01:07:49: Um

01:07:51: [Music]

01:07:53: you know like so I'm more worried about

01:07:55: that. I'm I'm more worried like it's not

01:07:57: going to be like that's some like I mean

01:08:01: like give example is another question

01:08:03: about the hitches is because like it's

01:08:06: going to help with hitches like hitches

01:08:08: are going to be better but I'm worried

01:08:10: that some people have you know

01:08:11: expectation that now all hitches will

01:08:14: just magically be gone and there will be

01:08:16: no more hitches ever again and that's

01:08:19: not going to be the case like there's

01:08:21: still going to be hitches like um

01:08:23: there's still going to be things that

01:08:24: will drag the performance down. It's

01:08:26: just like it should help like you know

01:08:28: overall bring everything up

01:08:31: but it's not going to you know it's not

01:08:33: going to make like everything immune to

01:08:34: lack. It's also going to depend on

01:08:36: scenario because in some cases you're

01:08:37: just going to have lots of geometry to

01:08:39: render um and if like if you become GPU

01:08:43: bound you know there's a different thing

01:08:46: and that maybe that's bringing your

01:08:48: performance down. So there's

01:08:52: it's not a universal fix. It's just it

01:08:54: it should help a lot across the board.

01:08:56: It's going to help in some cases more

01:08:57: than in others. Um but it's also not you

01:09:01: know the be all end all of

01:09:03: optimizations. There's going to be more

01:09:05: optimizations we'll do in future. Uh to

01:09:08: make things even faster

01:09:11: and you know smooth out like some of the

01:09:13: hook you know small some of the hitches

01:09:15: and things but performance is a

01:09:18: neverending problem.

01:09:20: So, I'm more like, you know, just like

01:09:24: hoping like all this work like it's

01:09:26: going to be substantial improvement that

01:09:28: and I hope like, you know, people will

01:09:29: be like happy with it. Um, but I'm more

01:09:32: worried like, you know, they'll be like

01:09:35: overhyped and maybe expect more than

01:09:37: it's going to be. So, that's my main

01:09:39: kind of worry with it.

01:09:42: Like if it's if it's like a if it's like

01:09:46: you know super fast like and like better

01:09:48: than like other places then I'm like you

01:09:50: know like that's a win for me.

01:09:54: Uh I mean it's always going to be user

01:09:56: generated content so like

01:09:58: it will always be variable. Um but it

01:10:01: should be it should be much easier to

01:10:04: make worlds that run very well now.

01:10:06: Yeah. It it brings up like you know it

01:10:08: makes your stuff just run like way

01:10:10: faster.

01:10:12: Um, so like you have a lot more headroom

01:10:14: and like you know this it brings up the

01:10:16: ceiling for things but there's still

01:10:18: going to be you know lots of stuff we'll

01:10:20: do like in the future.

01:10:23: It's also like it will probably bring

01:10:25: like other issues because once like you

01:10:27: know we have bigger sessions some other

01:10:28: stuff might become more of a problem is

01:10:30: like networking. So we might need to

01:10:31: like you know implement network

01:10:33: optimizations like mesh networking and

01:10:35: like you know stream calling and other

01:10:37: stuff like that.

01:10:42: Um,

01:10:44: Cosmic Waffle is asking, so I'm just

01:10:46: checking time. Uh,

01:10:50: Cosmic Waffle is asking, uh, what's your

01:10:53: second favorite color? Either or both of

01:10:55: you. I mean, I've got yellow and orange.

01:10:59: It's orange.

01:11:01: I've got blue and green. So, there's

01:11:04: your answer. I would also say if you

01:11:07: wanted from me, if you wanted like one

01:11:08: that's not like, you know, related to

01:11:10: this, I would say purple. I kind of

01:11:12: like, you know, I like combination of

01:11:14: yellow and purple. It looks kind of

01:11:16: cool. Yeah. Kind of like pink, too.

01:11:20: Actually used to like pink like when I

01:11:22: was a kid, like a lot. And my parents

01:11:23: would get me like pink stuff. And I

01:11:25: still kind of like the pink color, but

01:11:27: uh it's no longer my top color.

01:11:30: Strawberry lemonade.

01:11:33: I like them like really hot pink like

01:11:35: the like you know

01:11:43: uh BD is asking uh did you ever confirm

01:11:46: whether the 9 was magically using high

01:11:48: HTTP3 or was it just generally faster

01:11:50: without HTTP3? I haven't confirmed that.

01:11:52: Um I mean it's it's fast enough so I'm

01:11:55: like like you know it's like I'm like I

01:11:58: don't care why is it happening. I'm just

01:11:59: like like it's working fast but like I

01:12:02: happen

01:12:04: it helps. So I'm like it's not a

01:12:08: priority right now.

01:12:12: Like we'll probably check eventually if

01:12:13: it's like using that because like you

01:12:15: know it can be additional performance

01:12:16: gains but like I'm like it's super fast

01:12:19: good good enough for me.

01:12:22: Uh and also for the subscription uh I

01:12:25: don't actually remember the context uh

01:12:27: but uh Bravo Shar is saying symbiotic

01:12:32: interesting I don't remember what that

01:12:34: was in context of

01:12:38: you wanted to like uh we can provide

01:12:40: more context for this

01:12:44: uh chicken fox was also had a

01:12:46: subscription thank you

01:12:49: also made like the the the Twitch thing

01:12:51: you were using which Super cool.

01:12:58: Will uh be the other asking will the

01:13:00: elders textures be implemented in

01:13:02: initial pre-release or will this be only

01:13:04: brief window of time that we can have

01:13:05: solace from them? The elders textures

01:13:08: will come whenever they're ready to see

01:13:10: you.

01:13:16: Platypical 7 uh7744

01:13:19: is asking uh just a fun alter in

01:13:22: history. What if the iicare work was

01:13:23: more popular in the community poll last

01:13:25: year and was made focus? What position

01:13:27: would platform be in now and near

01:13:29: future? I mean that's kind of like I

01:13:33: don't know like this one of those things

01:13:35: is like

01:13:38: what would it take you know for it to be

01:13:40: more popular?

01:13:43: I don't know like I don't I don't know

01:13:46: like you know the hypotheticals because

01:13:48: like there's a lot in that is you know

01:13:51: because like if the I carry work was

01:13:54: more popular across the board what would

01:13:57: lead to that kind of situation to happen

01:13:59: because like you know would people's

01:14:01: mindsets have to be very different for

01:14:03: them to prefer IK over performance or

01:14:06: would it be that performance as was much

01:14:08: better than it you know was in that

01:14:10: author history Um, you know, like like

01:14:14: it always makes me think like what does

01:14:15: this what does this alternate reality

01:14:18: where people

01:14:20: preferred IK more than performance like

01:14:23: look like in that alternate you know if

01:14:26: if we assume that like Resonite is the

01:14:28: same in that alternate you know history

01:14:33: and like you know the performance is the

01:14:34: same way it was when we made that poll

01:14:37: and Ike was the same and people chose

01:14:39: Ike over performance. It means that

01:14:41: people, it's the people in that

01:14:44: alternate history scenario who have a

01:14:46: different mindset who for some reason,

01:14:48: you know, prefer IK over performance

01:14:52: and

01:14:55: you know it's it's it's the question of

01:14:57: like you know how would a different

01:14:59: mindset like how how would a mindset be

01:15:01: different like why did everyone prefer

01:15:04: IK over performance

01:15:08: and that's you know why it's kind of

01:15:09: really hard for me to answer because I'm

01:15:11: like I I don't know what that mindset

01:15:13: like looks like.

01:15:16: I guess the part of it would be that

01:15:18: like we might have like if if people

01:15:20: would have preferred that and like it

01:15:22: would have brought the same amount of

01:15:23: people that performance update will

01:15:25: bring uh we maybe might have been in a

01:15:27: better spot because like I think the I

01:15:31: carry would have been done already like

01:15:34: that one is not as a big of a chunk of

01:15:36: work as performance

01:15:39: um because the performance like that

01:15:41: it's is huge like there's lot of

01:15:43: preparatory work, you know, for things.

01:15:47: So maybe like we would have been like in

01:15:48: a better spot because we would have

01:15:50: gotten there sooner,

01:15:52: but also it's kind of mood because, you

01:15:54: know, it wasn't the thing that most

01:15:56: people like preferred. The biggest part

01:15:59: was the performance. So I guess it would

01:16:03: have made things like it would have made

01:16:06: things easier for us to get into a

01:16:09: better spot where like we removed like

01:16:12: you know major sort of blocker for a lot

01:16:15: of people. Um

01:16:18: so it's um I think that that's probably

01:16:21: the main part is like you know if if

01:16:23: people if the major broker for most

01:16:26: people was okay I we would have sol and

01:16:29: maybe we would be like in a better spot

01:16:31: like we would have like more users uh

01:16:33: would have like more funding by this

01:16:36: point but that's not you know it's not

01:16:38: what it was uh so it's kind of like

01:16:42: wood in a Okay.

01:16:50: Uh, next question.

01:16:54: Uh, let's put this here. And so I'm

01:16:57: going to keep going with these.

01:17:00: I can put it. Um, as on Twitch 17 is

01:17:04: asking, "Last week you talk about images

01:17:06: and having overlay on images that allows

01:17:08: you to share them on social media. A

01:17:10: while back you also talked about posting

01:17:12: system to add more social aspect. This

01:17:13: might be a no-brainer. Will there be a

01:17:15: button most likely the first that allows

01:17:17: you to use that image as a post that

01:17:19: will then let you be able to add caption

01:17:21: or mention other people? I can see this

01:17:23: being a good feature like if you want to

01:17:24: share an event where you want to

01:17:26: understand another stuff. Yeah, that

01:17:28: would be like really cool like like I

01:17:30: want to like I think one of the things

01:17:31: that would help us a lot socially is

01:17:33: like you know um having a system where

01:17:37: you can like you know make arbitrary

01:17:38: posts and the post can be you know

01:17:40: something like I just released a new

01:17:42: tool or I released a new world or

01:17:43: released new gadget or maybe I'm working

01:17:45: on this and you show like you know

01:17:47: progress uh whatever you want to post

01:17:50: and

01:17:52: what we really want to do with that

01:17:54: system is make it so you can easily link

01:17:56: it to other social media like Blue Sky

01:17:58: or YouTube and other things. And if you

01:18:00: make a post, we would have Resonite auto

01:18:03: post it to other platforms and also be

01:18:06: able to do like you know import other

01:18:09: platforms like into like you know post

01:18:10: here. So you can you could use Resonite

01:18:12: as sort of like your hub for social

01:18:14: posting and one of the reasons is

01:18:16: because like I wanted a tool for like

01:18:18: that forever and there's like bunch that

01:18:21: are paid and I'm like I'm not paying you

01:18:23: know however many dollars for like the

01:18:25: service every month. like I'm just like

01:18:28: I feel like it's going to help like you

01:18:29: know help us having that system natively

01:18:31: and we just we build our own um and get

01:18:35: you know maybe it'll get more people to

01:18:37: use Resonite as well like just by making

01:18:39: this more versatile hab which is one of

01:18:42: the big parts of our vision is you know

01:18:43: that the Resonite is this sort of

01:18:46: everything app and you can you know

01:18:48: socialize here you can like you know use

01:18:50: it for work you can use it for education

01:18:52: you can whatever you want to do you can

01:18:55: do it in here. And the other part is

01:18:57: like you know we could integrate that

01:18:59: system with ProRox. So you could like

01:19:01: build stuff like you know social flows

01:19:03: because like one of the things I want to

01:19:05: do like every time for example I start a

01:19:07: stream I want to be I have to post you

01:19:10: know Discord to post there I post on

01:19:13: blue sky I need to post update this

01:19:15: thing and this thing and what I want to

01:19:17: do is just have like a a like a script

01:19:20: that's like a social flow for this thing

01:19:22: like I'm doing a resonance I click

01:19:24: button maybe I fill some basic

01:19:26: information and it makes Discord post it

01:19:28: makes a you know um blue sky post, it

01:19:31: updates to Twitch, you know, maybe it

01:19:33: posts like on Telegram, maybe it posts

01:19:35: like, you know, in other places and it

01:19:37: just does it for me and all I have to do

01:19:38: is just click a button, maybe fill some

01:19:40: basic information that then auto

01:19:42: propagates and I can set up my script to

01:19:44: follow whatever logic I want. Uh and I

01:19:48: think that could be like a really really

01:19:49: powerful tooling and we already have

01:19:51: like you know with our stuff we have

01:19:52: perlux uh so we can kind of build around

01:19:56: that and I feel the more we build around

01:19:58: the tools we have the more powerful we

01:20:00: make them the more appealing they become

01:20:02: to like you know lots of different

01:20:03: people for doing all kinds of stuff and

01:20:07: it's sort of like you know just it kind

01:20:08: of enhances everything and that's like

01:20:11: what I would really want to do is like

01:20:12: you know make it all sort of

01:20:14: interconnected and

01:20:17: powerful, you know, like where you can

01:20:18: kind of interface different things.

01:20:27: Uh, next question is from Septe

01:20:32: Seepkite. I'm sorry, I don't know how to

01:20:34: pronounce that. Um, uh, now that the

01:20:38: splitting is more clear, uh, do you

01:20:40: think performance is going to increase

01:20:42: by two times, three times, or four

01:20:43: times? It's going to depend a lot like

01:20:47: um so the thing with performance is like

01:20:50: you know it's not a single thing it

01:20:52: depends on what you're doing and there's

01:20:54: like some things where there's like 10

01:20:57: times you know increase like for example

01:20:59: particle systems and I've already

01:21:01: actually done a test I've done a test

01:21:02: like where I had like you know like

01:21:04: 30,000 particles all with collisions

01:21:08: and like it was just running super fast

01:21:10: where like you know now with mono it

01:21:12: kind of ends up lagging quite a

01:21:14: So that had like a really substantial

01:21:16: performance boost. Loading is you know

01:21:18: significantly faster like that's

01:21:20: multiple times. Um

01:21:25: it's uh

01:21:27: like you know but there's also going to

01:21:29: be places like where it's not going to

01:21:31: help us much. You know there might be

01:21:33: places where it's just two times for

01:21:34: example but it's hard like we have to

01:21:37: measure it. we have to like you know get

01:21:39: to the point like where we run

01:21:41: benchmarks and there's also some things

01:21:42: we'll need to tune

01:21:44: so like I really don't have like a

01:21:47: specific number for you like that's

01:21:48: something that's going to be

01:21:51: revealed like you know during the

01:21:53: testing phase um and also during the

01:21:56: test phase you know we might need to

01:21:57: tune some things as well so it's going

01:21:59: to change up a bit um but also like you

01:22:03: know it's going to like it's going to

01:22:05: depend on a scenario

01:22:07: So some things will see like higher

01:22:09: boost, some more like lower. It's not

01:22:11: going to be, you know, that everything

01:22:12: it gets the same amount of improvement.

01:22:21: Uh, next question is from Epic Eston.

01:22:25: Uh, I feel like worlds get lost due to

01:22:27: time leaving many cool worlds like this

01:22:29: one basically abandoned. This will be a

01:22:31: real difficult problem to solve, but

01:22:32: there are any plans to potentially solve

01:22:34: this. Um, so I think it's like like a

01:22:37: lot like you know like for example the

01:22:39: social mechanisms I think that could

01:22:41: help with some of that because people

01:22:44: you know if you discover a core world

01:22:46: you can be like you know I found this

01:22:48: cool world and like you post about it

01:22:50: you know and like maybe more people will

01:22:52: see it. Um, we could also add more

01:22:54: mechanisms to promoting world. So, we

01:22:56: can be like, you know, check out this

01:22:58: world. We haven't like people haven't

01:23:00: visited this world in like a long while.

01:23:02: Maybe it's worth a visit. You know,

01:23:04: adding more kind of social aspects where

01:23:07: things can sort of like be promoted and

01:23:09: people can be encouraged to like share

01:23:11: things and explore. Um, I do think like

01:23:13: having some kind of exploration like

01:23:15: system as well will help. Having some

01:23:17: system to rate things, you know, like

01:23:19: for example with a workshop, you'll be

01:23:20: like this is a really good one. Um that

01:23:24: could help like just kind of like

01:23:26: encouraging people to explore. Um

01:23:33: next question is from Cosmic Waffle. Uh

01:23:35: do you have Phantom Sense in VR? And if

01:23:37: so, do you think it affects how you

01:23:39: design things for VR? Uh I don't have

01:23:41: much. I have like bit on my nose uh like

01:23:43: on my face. Um I would kind of want more

01:23:46: but I don't have more than that. Um,

01:23:50: one one of the principles though I think

01:23:53: is like good for designing for VR and

01:23:55: this is something like you know I've had

01:23:56: like for a long time is

01:23:59: design things that like would be

01:24:01: comfortable to do you if if they were

01:24:04: real. Like if it's going to if it will

01:24:06: make you uncomfortable in real life then

01:24:08: it's probably going to make you

01:24:09: uncomfortable in VR. And that's like a

01:24:11: good rule of thumb.

01:24:14: Um once people get in more violics, you

01:24:17: kind of get used to things and you're

01:24:18: going to be comfortable with things you

01:24:20: wouldn't be in real life. Uh but it it

01:24:22: is a good kind of, you know, starting

01:24:24: point for a lot of things. Like if

01:24:26: something has, you know, if you had like

01:24:28: a fast moving things or some interactive

01:24:30: tool and has a lot of sharp edges, you

01:24:32: know, or even spikes, you'll be like,

01:24:34: you know, I don't want to touch that,

01:24:35: you know, I don't want to have that near

01:24:37: my face. I don't want to have that near

01:24:38: my body. Um, you know,

01:24:42: you might want to avoid like those

01:24:44: things for the design and make it like,

01:24:46: you know, like something that be comfy.

01:24:47: Like if you if you made this item as a

01:24:50: real thing, would you be comfortable

01:24:52: like, you know, playing with it?

01:24:58: Um,

01:25:00: Beard of Borg is asking, uh, what would

01:25:03: you say is a good active hangout world?

01:25:06: Um I mean the ones like uh it kind of

01:25:09: depends like there's uh there's a whole

01:25:11: bunch like there's like you know some

01:25:12: events like on Friday but they usually

01:25:14: rotate different worlds. Um ones that

01:25:18: people like to hang out is like very an

01:25:20: island like I've seen bunch of people

01:25:22: kind of hosting you know different

01:25:23: sessions of that one. Uh there's quite a

01:25:26: bunch like I think ultimately depends

01:25:28: you know on the group of people. uh like

01:25:30: I I don't think the world matters

01:25:33: as much.

01:25:36: Um there's al like you know the recent

01:25:38: ones from MMC that have like some really

01:25:40: good social worlds. Uh like this one

01:25:42: like this has been designed as a social

01:25:44: world and it's also kind of cool one. It

01:25:46: depends what you're doing. Like if

01:25:47: you're like just hanging out like you

01:25:48: probably want something you know kind of

01:25:50: more quieter I guess but it depends what

01:25:53: the vibe you want. Like you know there's

01:25:54: wars that are bigger like if you want to

01:25:56: like you know hang out like more small

01:25:58: like more groups. Uh there's ones that

01:26:00: are very cozy that are like you know

01:26:02: small there literally like a room. Um so

01:26:06: there's there's a lot. It depends on

01:26:07: your mood.

01:26:12: Uh next questions from Cosmic Waffle. Uh

01:26:16: Cosmograph is asking is there a

01:26:18: particular point at which you would

01:26:19: consider as a feature complete and would

01:26:21: have nothing else major you want to add

01:26:24: and if so what do you think what do you

01:26:26: think you would do once you reach that

01:26:28: point? I can pretty much straight up say

01:26:31: no. Um Resonite is pretty much like you

01:26:33: know this like project which can just go

01:26:36: on forever. There's always going to be

01:26:39: millions of things to add. Some of them

01:26:41: can be like you know very specific like

01:26:43: you know like earlier today we were like

01:26:45: discussing like what about like set of

01:26:47: procedural meshes for graphs you know so

01:26:50: you can make excel you know in there and

01:26:52: you can make visualizations of things

01:26:54: and you can use it for science and

01:26:56: education so there's like you know stuff

01:26:57: like that we could go even deeper maybe

01:27:00: add a whole bunch of stuff you know say

01:27:02: for astronomy or for like you know

01:27:04: chemistry like adding components you

01:27:06: know for like doing like chemical kind

01:27:09: of like interactions and like you

01:27:11: putting molecules together and doing

01:27:12: stuff like it could get like you know

01:27:14: very specific. Like one thing I would

01:27:16: want to kind of get back to is actually

01:27:17: adding electronic simulation in here

01:27:20: because that's something I kind of

01:27:21: experimented with in the past and that's

01:27:23: kind of fun to me and being able to like

01:27:25: simulate circuits like that would be

01:27:27: super cool. Um,

01:27:29: so there's like

01:27:32: I think there's like, you know, just no

01:27:35: matter how like this goes on, there's

01:27:37: going to be stuff to add and stuff to

01:27:39: build and that's kind of like, you know,

01:27:40: by design. Like this is designed to be

01:27:42: like

01:27:44: you can't do anything kind of app, you

01:27:47: know?

01:27:48: So there I don't think there's ever

01:27:51: going to be a point like, you know,

01:27:52: where I'm like there's nothing more to

01:27:54: add. There's always going to be more.

01:27:57: So, and that's kind of the thing, you

01:27:59: know, it's like one of the points of

01:28:01: Resonate, one of the reasons I made it

01:28:02: is because I wanted to like be like I

01:28:04: want to all the cool stuff I ever want

01:28:06: to be working on. I just want to make it

01:28:09: part of the same shared universe. And

01:28:11: that's like, you know, the big kind of

01:28:14: fundamental idea behind this is like

01:28:16: everything I could want to work on. Even

01:28:18: there's like games I want to build.

01:28:20: Like, I haven't done game design in so

01:28:23: long, but it's kind of how it started.

01:28:25: Um, and there's like games and stories I

01:28:28: want to build and I would want to build

01:28:30: them on here.

01:28:32: Um, you know, so that's like that's

01:28:35: that's another thing. So there's so much

01:28:38: to do and everything everything I kind

01:28:40: of want to do I want to you know make it

01:28:41: part of Resonite because the more stuff

01:28:44: is added to Resonite

01:28:46: the more stuff is added in the CS engine

01:28:50: the more powerful this place becomes

01:28:51: because whatever is added now works with

01:28:54: everything else it's part of the same

01:28:56: universe and it just makes the universe

01:28:57: like you know richer and more more

01:29:00: capable.

01:29:06: Uh, Cosmic Waffle is uh asking, "Also,

01:29:08: the character controller component

01:29:09: mentions prepared body support is

01:29:11: planned. Is that on the radar somewhat

01:29:13: soon or more of a long-term goal?" Um,

01:29:16: depends what you mean by soon. Um,

01:29:20: I would say there is non zero chance it

01:29:23: might happen this year, but also maybe

01:29:26: not. So, like I don't know. It depends

01:29:29: whatever the prices end up like being

01:29:31: and how it ends up like shaking out. But

01:29:32: like I haven't like really thought ahead

01:29:35: like for some of the things. So I'll say

01:29:38: maybe no, not this year. I don't know.

01:29:41: We'll see. We'll see. Like usually like

01:29:43: once I'm kind of like finished with like

01:29:45: a big task that's kind of like where

01:29:47: things become a little bit clearer or

01:29:49: what the next goal is going to be. Um

01:29:54: but yeah, like I would say kind of more

01:29:57: long term I guess. We'll we'll see.

01:30:02: like I haven't I haven't really made up

01:30:03: my mind.

01:30:06: Uh Resonator is asking is the other

01:30:09: texture the secret to the splitting

01:30:11: ritual?

01:30:15: I think that's how you pronounce that.

01:30:18: Yes, I think I think you got the dialect

01:30:20: right.

01:30:23: Also, uh dancer is uh

01:30:29: that's what he said.

01:30:34: Uh next question is from cosmic buff.

01:30:38: Base game matrix support when uh why

01:30:40: isn't currently supported? Um

01:30:43: what

01:30:44: you can use

01:30:44: matrices.

01:30:46: We have matrices.

01:30:47: you might need to elaborate a little bit

01:30:50: because like they're like we do support

01:30:52: matrices they're like fixed size. I

01:30:54: don't know if you're asking for like

01:30:57: you know variable size matrices but you

01:31:00: we do have matrices you can do matrix

01:31:03: math

01:31:07: I would say like um give us a lot of

01:31:09: more context on that question.

01:31:14: So generally the answer for why isn't

01:31:18: something currently supported is because

01:31:20: like we haven't prioritized it yet.

01:31:24: Yeah.

01:31:27: Uh next question is from BD if you add

01:31:30: Tracy profile to FX engine will it be

01:31:32: available for users to use profile their

01:31:34: flux contraptions and mods? And I mean I

01:31:37: figure it would. Um I guess the main

01:31:39: thing is you know like because we made

01:31:41: sure like there's like not really an

01:31:42: overhead until it's used. So like if

01:31:44: that's the case like we could probably

01:31:45: just have it in the base and then like

01:31:48: you know be like use this tool but

01:31:51: there's a there's a way you can

01:31:53: structure it that will like make it so

01:31:55: that uh the code for the profiling will

01:31:58: beed until uh you enable like a flag or

01:32:02: something.

01:32:03: Yeah. Well it might require a

01:32:04: compilation maybe.

01:32:07: I mean worst case like you know we'll

01:32:09: have like I think we can have like you

01:32:12: know two builds one that's instrumented

01:32:14: ones that's not where it's like compiled

01:32:16: away and if you want to do profiling

01:32:18: we'll be like okay run this version um

01:32:21: connect this tool you know and it's like

01:32:22: available but I feel we will be we will

01:32:25: make it available somehow.

01:32:28: Yeah like it's it'll it'll

01:32:31: it will be the trace profiler. I don't

01:32:33: know if there's anything specific in

01:32:34: regards to that. Yeah, I don't know what

01:32:37: you're Yeah.

01:32:40: [Music]

01:32:44: Uh, Nikon's asking, I know you are

01:32:46: interested in worlds which connect to

01:32:47: each other and I have been working on

01:32:48: one Jupyter station with its airlocks

01:32:50: and space fairies. How do you recommend

01:32:52: people do things like that? What do you

01:32:54: like to see in those sorts of

01:32:55: transitions? What sort of features would

01:32:57: you like to implement for it in the

01:32:58: future? I mean,

01:33:01: I don't really know. Uh,

01:33:03: it kind of depends how you structure

01:33:05: things. I don't have like any specific

01:33:07: things for that.

01:33:09: [Music]

01:33:16: Uh, next question is also from Nikon.

01:33:19: Uh,

01:33:22: uh, I may ask you before, but what is

01:33:24: would you like to see in sci-fi setting?

01:33:26: What kind of sci-fi worlds excite you?

01:33:27: What sort of sci-fi content would you

01:33:29: like to see more of? I really like like

01:33:31: hard sci-fi stuff that sort of like

01:33:33: makes that's very far future kind of

01:33:36: thing like like stuff that has to do

01:33:37: with mind upload uh you know similar to

01:33:40: the realities the also that kind of

01:33:42: somehow messes with like the

01:33:44: fundamentals of laws of physics uh like

01:33:46: for example a lot of novels by Greg Egan

01:33:49: like that's like some of my favorite

01:33:50: sci-fi I would love to see more of that

01:33:52: kind of thing um the expans also like a

01:33:56: great series I don't want to give too

01:33:57: many spoilers but some of the stuff that

01:33:59: happens especially in the last three

01:34:01: books. Like I really love that kind of

01:34:03: stuff.

01:34:05: [Music]

01:34:07: Sorry about like anything on this one.

01:34:11: I like um uh Foundation.

01:34:15: Oh, Foundation's also good. Oh, there's

01:34:17: a new season coming out.

01:34:19: Yeah, I like the black hole ships. Those

01:34:21: are really cool.

01:34:25: Also, I wanted to like speed through the

01:34:26: questions a bit because like we have 25

01:34:28: minutes left and there's still like a

01:34:30: quite bit. Um, beers is asking

01:34:34: summernit. Yeah, it's it's very hard.

01:34:37: Uh, is face with your summer snapp kind

01:34:40: of. Yeah, like I like it's it's horrible

01:34:42: just feeling it on your face and it's

01:34:44: like you can't stretch yourself.

01:34:48: Um,

01:34:51: anyway, what's your favorite board game?

01:34:53: I mean, I don't play it as a board game

01:34:56: usually. Uh, but it is a board game.

01:34:58: It's blood on clock as the social

01:35:00: deduction game. So, I would say that

01:35:06: uh I don't think I have a favorite board

01:35:07: game. At least I don't have any that I

01:35:10: play recently.

01:35:12: There's also one I don't know. Does it

01:35:13: count as a board game? This card spins a

01:35:15: human.

01:35:18: I guess you could consider that like the

01:35:21: same realm. It's It's like a It's like a

01:35:23: sit down and play it kind of game around

01:35:25: a table.

01:35:26: I like that one, too. And there's

01:35:27: actually sessions like every Wednesday.

01:35:29: That's quite fun.

01:35:33: So, what's your least favorite board

01:35:35: game? I don't know that many board

01:35:36: games. So, like I don't really have one

01:35:39: that'd be like least favorite.

01:35:41: Yeah.

01:35:47: Yes. Both of you tell us about Cy games.

01:35:49: What do you have? What do you hate? I

01:35:51: mean, we cannot just answer that.

01:35:53: We just didn't.

01:35:56: Uh, okay. Volops. I'm curious. I don't

01:35:59: remember if this was answered. What is

01:36:00: the next biggest goal after a split

01:36:02: thing? Is it like tons of bug fixes,

01:36:03: working on your own render, or just

01:36:05: implementing tons of features? The next

01:36:07: haven't really been decided yet. There's

01:36:08: like a bunch of things that are floating

01:36:10: around, but like right now the focus is

01:36:12: spliting, spliting, splitting. So, I'm

01:36:14: like that's that's my brain is full of

01:36:16: that and like I don't have too much

01:36:18: space for deciding on what the next gun

01:36:20: is going to be.

01:36:23: Uh, okay. Come on. First thing I Oh,

01:36:25: this is when we asked the question. Oh,

01:36:27: boy. We're kind of behind.

01:36:30: Um,

01:36:33: oh, they're talking about uh

01:36:35: Yeah, that's when we asked the question.

01:36:38: Uh, yeah, we talked about that. We

01:36:41: talked about that.

01:36:44: questions. If you were talking within

01:36:45: the chat where please ask like, you

01:36:47: know,

01:36:50: Yeah, please don't do the thing where

01:36:51: you add like a question mark at the

01:36:52: beginning of your thing and then just

01:36:54: say something because that like clogs up

01:36:56: the question cue.

01:36:57: Yeah, but we don't know like how much is

01:36:59: uh

01:37:01: uh next questions from Nikon. How well

01:37:05: will rigid body work over slow

01:37:06: connections? Uh that was my main issue

01:37:09: with my flying machine engine. So the

01:37:12: big part like the biggest part of rigid

01:37:14: body physics is actually the networking

01:37:16: because we have to make it like be

01:37:18: pretty efficient and it can be made like

01:37:20: pretty efficient but it also is going to

01:37:22: depend how many rigid bodies you

01:37:23: actually have. Um

01:37:27: we can have

01:37:30: you know

01:37:32: maybe have it like adapt so like it's

01:37:34: going to be able to scale and you're

01:37:36: going to maybe have more like glitches

01:37:37: with the physics. So it's going to

01:37:39: depend but uh um like that you know the

01:37:43: specific answer is going to depend once

01:37:45: it's actually implemented.

01:37:47: We have to test it.

01:37:50: Uh as on Twitch 17 can we have next

01:37:52: week's residence on net 9. Uh that

01:37:55: depends on how much implementation is

01:37:57: done over the next week. So like I don't

01:37:59: know for sure yet. If if it works out

01:38:01: then yes but we'll see.

01:38:04: We'll see like what state is it in.

01:38:07: We shall see.

01:38:10: Um, next question is from Moonbase. In

01:38:12: response to concerns on performance and

01:38:13: improving as much as people would want,

01:38:15: do you still have data model work which

01:38:17: will bring more optimizations and

01:38:18: performance? I mean, yes, there's more

01:38:20: stuff we have to do, but also like I'm

01:38:23: in a state where I'm kind of like we

01:38:25: need to do some other student

01:38:26: performance right now and we've at this

01:38:29: for a while. So I hope like you know

01:38:31: this is the final phase of this push and

01:38:35: that it's going to be like enough

01:38:37: um because there's more stuff we want to

01:38:40: do in the future but also like you know

01:38:42: I don't want to focus on other stuff for

01:38:44: for a bit before going back to

01:38:46: performance

01:38:49: and that's kind of you know the part is

01:38:50: like you know I don't want to like end

01:38:53: up being like okay like we need to focus

01:38:54: on performance for like you know next

01:38:57: several months more.

01:39:00: Yeah.

01:39:03: Um I was getting like a little bit like

01:39:05: worn out with it.

01:39:08: Um and I guess like you know that's the

01:39:10: part is like you know where I'm like

01:39:11: worried is like

01:39:15: that like you know people are not going

01:39:17: to like let me kind of like you know

01:39:19: focus on more things like that people

01:39:21: want like you know more performance

01:39:23: work.

01:39:24: But I do think it's going to be like

01:39:26: substantial. So I think like it will be

01:39:28: good to like move to other things but

01:39:31: that is my worry you know that like

01:39:33: people will be like no this is not

01:39:34: enough we need more

01:39:37: and will like spend like more time and

01:39:41: we'll see um

01:39:44: next questions from stage dub uh I mean

01:39:48: it's not often now I think but I

01:39:50: remember seeing the streams that the the

01:39:52: session was getting heavy dynamics

01:39:54: started flopping around very fast why

01:39:55: does that happen any tips on avoiding

01:39:57: that um it pretty much happens because

01:39:59: the simulation time the simulation steps

01:40:01: become so big the simulation becomes

01:40:04: unstable because like um the simulation

01:40:07: essentially compensates based on the

01:40:08: frame rate and this simulation step is

01:40:11: too long it essentially moves too fast

01:40:13: so it kind of overshoots and then

01:40:15: overshoots back and back and forth and

01:40:18: it just becomes unstable. Um, it there

01:40:20: was supposed to be a system that

01:40:21: prevents that from happening by limiting

01:40:23: the simulation time step, but it's not

01:40:25: working right. I haven't really focused

01:40:28: on fixing that because like main focus

01:40:31: is just improving the performance and

01:40:33: making sure it doesn't get to that

01:40:34: state. Uh, but it's something, you know,

01:40:36: like we might like touch again at some

01:40:38: point depending.

01:40:43: Uh again, if you if you're having a

01:40:44: conversation in the chat, please like

01:40:46: don't include like the question mark so

01:40:49: it doesn't like you know pull out chat

01:40:51: with it.

01:40:55: Uh

01:40:57: question from epic east question about

01:40:58: social posting system but is also

01:41:00: support software must shy peer tube go

01:41:03: to social atma etc. Yeah, like the goal

01:41:06: would be pretty much like you know have

01:41:08: support for as many platforms as we can

01:41:10: because the more it supports the more

01:41:12: powerful it is and it's pretty much you

01:41:14: know what I would want is like you know

01:41:16: I make a single post and it just posted

01:41:17: like you know to everything I can be

01:41:20: like have presence on lots of like media

01:41:22: and have like you know there's an IB the

01:41:24: hub of it and the more we support the

01:41:26: better it is.

01:41:30: Uh, Protrusion Flex is asking, uh, we've

01:41:33: seen how much Net 9 speeds up word

01:41:34: loading, but how notable do you think

01:41:36: will improve harmon downloads will be

01:41:38: for things like inventory, contacts,

01:41:40: world browser, all the things that

01:41:42: require a lot of individual small asset

01:41:43: downloads? I think pretty much the same.

01:41:45: Like all of that is using the same

01:41:47: system. So, and when I've been like

01:41:50: using it, it does feel snappier. So, I

01:41:53: think like, you know, it's just it's

01:41:54: just improvement across the board. uh

01:41:57: and those like I said like those systems

01:41:59: they're not using you know anything

01:42:00: different. So

01:42:03: um it's pretty much like you know the

01:42:05: same improvement

01:42:08: which also like one of the benefits you

01:42:10: know of like like having unified system

01:42:12: for handling this stuff because if if

01:42:14: the unified system you know gets

01:42:16: improvement then everything using it

01:42:18: gets the improvement as well.

01:42:21: Uh there's a PSA support group. Uh, I

01:42:25: guess we can like bring this one up. Um,

01:42:27: they g us a PSA, but uh it's also been

01:42:31: in the in the chat.

01:42:33: [Music]

01:42:37: Uh, this is actually hard sci-fi

01:42:40: physics. Okay.

01:42:42: Um,

01:42:44: all the questions now. Okay. So, we

01:42:46: sorted through them. We've got uh

01:42:49: 17 minutes left. So, if you got any more

01:42:51: questions, feel free to ask. Um, I would

01:42:54: probably suggest not like not like long

01:42:57: like like super longwitted ones at this

01:42:58: point because like we're, you know, near

01:43:00: the end of the stream. Um, so we might

01:43:03: not be able to get into depth of some

01:43:05: things, but uh, if they're like long

01:43:09: ones, we might not be able to get to all

01:43:10: the questions, but uh, you can still

01:43:13: ask. Still got like, you know, time.

01:43:21: Cosmic Waffle is asking and are you

01:43:24: interesting working on the splitening? I

01:43:26: mean both yes and no.

01:43:30: It it is a lot of it is kind of fun like

01:43:33: you know being able to finally work on

01:43:35: this because I've been imagining working

01:43:38: on this for years at this point like

01:43:40: I've been like I want to get to this

01:43:42: point where we get to use all these cool

01:43:43: tools and just feel it make you know

01:43:47: everything kind of feel better across

01:43:49: the board. Um, and it's been a lot of

01:43:52: preparatory work. Like I've literally

01:43:55: been thinking about this

01:43:58: for years and now to finally be able to

01:44:01: work on it. I'm like like you know it's

01:44:03: here. It's happening. And then I have

01:44:04: the build like if you imagine like the

01:44:06: build like how it's going to feel like

01:44:09: you know having the build actually run

01:44:11: on net 9 and have it render across IPC

01:44:13: mechanism and have all of it working

01:44:16: like I was like looking forward to that

01:44:19: like you know for years and now like I

01:44:21: actually have it working on my machine

01:44:23: and like sometimes I'm work playing with

01:44:25: the build and I'm like this is real now

01:44:28: like I'm literally working on it right

01:44:30: now. I'm making it happen is the thing

01:44:33: is the thing I wanted to work on. I

01:44:35: wanted to make happen for so long and

01:44:37: it's now I'm like I'm finally at the

01:44:40: point I'm finally done all the peritive

01:44:44: work, you know. I'm done with photos.

01:44:45: I'm done with audio. I I'm finally

01:44:48: working on this like you know big goal

01:44:51: of the Switch and it's going to make

01:44:53: things feel much better going forward.

01:44:55: So there's that element to it like you

01:44:58: know where I'm like it's happening.

01:45:01: I wanted this to happen for so long. The

01:45:04: other side of it though is because I'm

01:45:06: like I need this to happen as fast as

01:45:09: possible like you know we want to do a

01:45:11: big marketing push. Uh we like you know

01:45:14: have a lot of depending on this. We want

01:45:15: to like you know we want to have like

01:45:18: you know

01:45:19: a lot more kind of community events. you

01:45:21: know,

01:45:23: I need it I need to make it happen as

01:45:25: fast as possible. So, it's also kind of

01:45:27: a crunch which becomes like tiring and

01:45:32: you know wears me out. So, it's kind of

01:45:34: like and also I don't have as much time

01:45:36: like you know I wanted to play some

01:45:38: games. I don't have time for them right

01:45:40: now. Um I wanted to like you know spend

01:45:44: time like doing other things but I don't

01:45:45: have that time right now because it's

01:45:47: just crunch is largely crunching.

01:45:51: So, and then there's like you know the

01:45:53: aspect the worries where it's like what

01:45:56: if it's not going to be enough for

01:45:57: people like you know like what if all

01:45:59: this work will be for you know

01:46:02: and people will be unhappy with it. Um

01:46:05: and that's like you know brings some

01:46:07: anxiety to it and then the other part is

01:46:09: you know what if what if we do all of

01:46:11: this all of this work and then people

01:46:14: aren't going to care like you know maybe

01:46:17: people will not come back to the

01:46:19: platform and you know

01:46:22: all of this like you know which we were

01:46:24: like thinking you know this is like

01:46:26: people said a lot of people were like

01:46:28: you know this is one of the major

01:46:29: reasons we don't play is the

01:46:32: performance. So our thinking is

01:46:36: this is going to help us bring more

01:46:38: people. It's going to bring more

01:46:39: support. It's going to bring more

01:46:40: funding. But then there's also the

01:46:42: anxiety of like you know being like what

01:46:44: if it doesn't? And I think like in big

01:46:47: part is kind of irrational because like

01:46:50: you know the data we have like you know

01:46:52: switches otherwise the data we have with

01:46:55: the headless when we did the net 9

01:46:58: switch went headless. Well, it was

01:47:00: actually net 8 back then, but when we

01:47:02: did a switch, we saw substantial

01:47:04: performance improvement across the

01:47:06: board. And that was the reason we, you

01:47:08: know, like I wanted to do it for

01:47:10: headless first because it runs pretty

01:47:12: much the same code except you know the

01:47:14: rendering bits

01:47:16: and I was like, you know, how

01:47:19: much is it going to help? and it showed

01:47:21: it helps a lot and that's like a strong

01:47:24: data point is you know showing okay this

01:47:27: runtime actually helps run FRS engine

01:47:29: way faster.

01:47:32: So there's data there, you know, that's

01:47:33: showing like it should make things way

01:47:35: better.

01:47:37: And same, you know, with the survey, we

01:47:39: ask people

01:47:41: what's the main reason you don't play,

01:47:42: you know, or what would you make what

01:47:44: would make you play more? And a lot of

01:47:46: people said is the performance and

01:47:48: people said it across different

01:47:50: demographics. Like people who play on it

01:47:52: a lot had the same answer. People who

01:47:55: play on it regularly had the same

01:47:56: answer. People who don't play had the

01:48:00: same answer. All of them said they will

01:48:02: play more or they will want to play once

01:48:04: the performance is better. We hear it

01:48:06: from a lot of people too like you know

01:48:07: where you say you know like you're going

01:48:09: to bring more people onto the platform

01:48:11: once the performance is better. Um we

01:48:14: see a lot of comments where people are

01:48:15: like I don't play because you know my

01:48:17: passion cannot handle it or because the

01:48:19: performance or the frame rate is really

01:48:20: low. So a lot of the data is like you

01:48:23: know saying

01:48:26: it should help a lot like so like you

01:48:29: know the rational part of me is like

01:48:31: like this is the right thing to do. We

01:48:33: should be like working on this. This is

01:48:34: the best approach we can take.

01:48:38: It should help a lot with performance.

01:48:40: It should help bring a lot more people.

01:48:41: It should bring a lot more support. But

01:48:43: then the irrational part of the brain is

01:48:45: like what if it doesn't? And that's kind

01:48:49: of, you know, hard to deal with. And the

01:48:52: closer

01:48:54: the closer I get, you know, to having

01:48:57: the split ending done or even having the

01:48:59: pre-release, the more I'm like, now it's

01:49:02: going to, you know, now it's like the

01:49:04: moment of truth. Like what what is not

01:49:06: going to be enough? And the more the

01:49:08: closer it gets, you know, the more

01:49:09: anxious I get. So like it's kind of this

01:49:10: weird case where like you know I'm both

01:49:14: like getting excited and also getting

01:49:16: more anxious as it gets kind of closer.

01:49:18: So like

01:49:21: yes I kind of I both enjoy it and I also

01:49:23: don't enjoy it and it's kind of you know

01:49:25: conflicting in my brain with that.

01:49:30: [Music]

01:49:38: Uh K WS is asking why does there's a

01:49:41: night save world if you close program

01:49:43: externally I find it pretty annoying. Uh

01:49:45: the main reason is like we want to

01:49:48: prevent data loss when possible. uh we

01:49:50: had actually it like with early versions

01:49:53: of engine it didn't used to do that and

01:49:55: what would happen is

01:49:58: people would like you know happen to

01:50:00: close it sometimes by accident and they

01:50:02: would lose all their changes.

01:50:04: Um so figured like you know it's better

01:50:07: to like save things rather than not.

01:50:11: uh because like

01:50:15: data loss you know is like something

01:50:17: like we want to avoid whenever possible

01:50:19: and like I get like you know worst cases

01:50:20: where you don't want to like save it but

01:50:23: you know the flip side is people will

01:50:24: lose their data and I don't think that's

01:50:27: a that's a good tradeoff

01:50:32: would ideally make it like potentially

01:50:33: configurable so you could like request

01:50:35: you know a toggle for it I think it

01:50:37: might be kind of best solution there uh

01:50:40: but We are not going to like I don't

01:50:42: think we will change the default because

01:50:44: the default is there to prevent data

01:50:46: loss.

01:50:50: Uh Vex 120 is asking are there any

01:50:54: updates planned for in-game tutorials to

01:50:56: help guide new players in a better

01:50:58: creative flow? Yes. Uh the uh the art

01:51:01: team they're actually working on a new

01:51:02: help tab and they showcase some of it on

01:51:05: the last uh recap stream we had this

01:51:07: Friday. Uh so that should help like

01:51:10: people a lot. Um if you want to see more

01:51:12: uh I recommend checking out their office

01:51:14: hours uh on Wednesday. Uh they might be

01:51:17: able to kind of show you a little bit

01:51:18: more about it.

01:51:22: So N is saying you can do its thank you

01:51:29: which we believe in FS. Thank you.

01:51:33: [Music]

01:51:34: Thank you. You guys are sweet.

01:51:37: Yeah. Yeah, I just saw.

01:51:40: Never mind. That's unrelated.

01:51:44: Thank you. I mean, for me, it's like not

01:51:46: like, you know, a thing of killing

01:51:49: myself. It's more like

01:51:53: like it's more like I'm going to like,

01:51:57: you know, work through it and get

01:51:58: through it.

01:52:00: But I'm like,

01:52:02: I hope like it works out. And like, you

01:52:05: know, like I don't have like every

01:52:06: reason to believe it will, but my brain

01:52:09: is like, you know, like

01:52:11: if there's like 0.1% chance something

01:52:14: will go wrong. I'll be like

01:52:17: I be like like I'll be like 90% focused

01:52:20: on that 0.1% and it's like annoying and

01:52:24: makes things hard, but that's what it

01:52:26: is.

01:52:28: Uh, we got 7 minutes left, so we still

01:52:31: got time for a few questions. Uh,

01:52:33: probably short ones at this point. We

01:52:36: might also like end a few minutes early

01:52:37: if it's um if there's not too much.

01:52:41: I need to get some water.

01:52:44: I might have some water here.

01:52:47: I have water here, but it's not the VR

01:52:49: friendly bottle, so I'm not going to do

01:52:51: it.

01:52:53: I'm actually Why does my necklace have a

01:52:55: G on it?

01:52:57: Uh, well, I mean, first of all, it's a

01:52:59: collar. Um, it's a necklace. Uh, but the

01:53:02: reason it has a G on it. Um, is because

01:53:05: it's from, uh, I used to play Gary's mod

01:53:08: a lot back in the day. Uh, that's where

01:53:10: I got a lot of like my, uh, programming

01:53:12: knowledge and intuition from. It's where

01:53:15: I learned math. I literally learned

01:53:17: trigonometry with Dark RP because I

01:53:19: wanted to make things fly around in my

01:53:21: head or fly around my head in a circle.

01:53:23: That's how I learned trigonometry. Um,

01:53:26: which is kind of funny. Um,

01:53:30: yeah. I mean, like that's pretty much

01:53:32: it. I played like tw,000 hours for Gmod

01:53:35: or something crazy like that. Uh,

01:53:39: so it's I it's it's there to stay

01:53:42: probably.

01:53:44: It's a permanent edition.

01:53:52: Yes. Expression two.

01:53:56: The next question is from AS on Twitch

01:53:58: 17. What's your favorite mango?

01:54:01: I

01:54:04: an edible one. The perfectly ripe one

01:54:08: or maybe in the form of ice cream or a

01:54:10: smoothie

01:54:12: actually

01:54:15: sherber. I don't I don't have a

01:54:17: sherbber. I may not have mine going in

01:54:19: lots of forms.

01:54:21: Freeze dy is good too in chocolate.

01:54:27: Not a question, but BL mentions the

01:54:30: amount of transparency and communication

01:54:31: you and the Resate team do about ongoing

01:54:33: technical work, the road map, etc. make

01:54:35: me super hopeful in Resonate's future.

01:54:37: Thank you so much for that.

01:54:38: Hey, thank you. I do like Vana being

01:54:41: like very open with the development like

01:54:43: it's kind of like

01:54:45: kind of like fill your face.

01:54:48: Yeah. And it's like

01:54:49: it can

01:54:54: it can be a double-edged sword

01:54:56: sometimes, but I think it's something

01:54:57: that we'd prefer to do because not a lot

01:55:00: of not a lot of companies do it and

01:55:05: stand out. A lot of companies will just

01:55:07: kind of be like very like hush hush with

01:55:09: stuff they do and like not do this kind

01:55:11: of stuff and like you know I do want us

01:55:13: to be like different and also like

01:55:15: because it kind of like it feels like

01:55:17: it's better that way and it's like you

01:55:19: know like often times like seeing other

01:55:22: companies and I'm like like I don't want

01:55:24: us to be like that you know I want us to

01:55:26: like be different and it's definitely

01:55:27: there's negatives to it and there's like

01:55:29: cases where I'm like I understand why

01:55:32: the other companies don't do it.

01:55:35: Uh but also like you know like we I feel

01:55:37: like we should be different. We should

01:55:38: be you know we should be the change we

01:55:41: want to see in the world as the saying

01:55:44: goes.

01:55:45: Yeah.

01:55:47: Also like it's also just I enjoy like

01:55:49: you know talking about technical stuff

01:55:51: and so on. It's one of the reasons like

01:55:53: started like these like um started like

01:55:57: you know these uh resonances as well. It

01:56:00: helps um be able to ramble about it a

01:56:03: fair bit. and talking about like you

01:56:06: know the reason and the motivations and

01:56:07: things in part because like for me like

01:56:10: you know I'm like I'm very like

01:56:13: technical person but also like I like

01:56:16: like you know a lot of like kind of

01:56:17: broad design and architectural design

01:56:19: and sort of like philosophy of like how

01:56:22: you approach things and how you solve

01:56:23: problems on a high level and like to

01:56:25: kind of combine these two because I can

01:56:27: be like you know this is a big sort of

01:56:31: philosophy of how this should be

01:56:32: designed because like you know these

01:56:35: kind of like things like lead you to

01:56:36: this thing and this thing and it can be

01:56:38: like you know this is how we this is

01:56:40: exactly how we achieve it on you know

01:56:43: technical level and I feel with a lot of

01:56:45: companies like you know it also is a

01:56:48: thing where like you know those things

01:56:49: are done by two different people

01:56:52: and like that like leads to like

01:56:54: inconsistencies because like you know

01:56:56: they need to communicate and

01:56:57: communication is ultimately lossy

01:57:01: um and you're not able to like you know

01:57:03: really give the vision you have in your

01:57:05: head for something and have it like

01:57:07: translate like fully.

01:57:10: So like I think like you know there's

01:57:11: kind of benefit and like in being able

01:57:13: to talk about it like you know it's I

01:57:16: enjoy like kind of process like sharing.

01:57:21: Okay, we got about two and a half

01:57:23: minutes left. We have maybe time for one

01:57:25: question but I think there's too many

01:57:27: more questions coming

01:57:29: so we'll probably end this at this

01:57:30: point. Um, I should not forget uh let's

01:57:34: check first we actually if we have

01:57:36: anybody to raid because if anybody's

01:57:38: like streaming right now we do want to

01:57:40: send

01:57:43: um we want to send everyone

01:57:46: to them because we want like you know we

01:57:48: want more people to stream and showcase

01:57:50: and um so if you if you're a streamer

01:57:55: like this is this is a really good time

01:57:57: to like be streaming Resonite because

01:57:59: we'll send people your Okay.

01:58:02: But it doesn't seem that anybody's

01:58:05: streaming, unfortunately. Not even

01:58:07: Creator Jam.

01:58:10: Yeah, I don't see anyone. So,

01:58:11: unfortunately, I think this will end

01:58:13: here. I could do a funny and just send

01:58:15: people like someone random, but I don't

01:58:17: know who. Um,

01:58:21: yeah, I think I might just like end it

01:58:22: here, unfortunately.

01:58:31: Yeah, I don't see anyone. So, uh, with

01:58:34: that, uh, thank you everyone, you know,

01:58:35: for watching. Thank you, Syro. Uh,

01:58:38: yeah,

01:58:40: on Twitch about Resonite. That's what

01:58:42: we're streaming on.

01:58:45: We're going to raid ourselves.

01:58:48: Um,

01:58:50: yeah. Thank you everyone for like, you

01:58:51: know, watching. Thank you for all the

01:58:52: questions. Uh, thank you for Syra for

01:58:54: like, you know, being here helping

01:58:55: answer things.

01:58:56: Um, and thank you everyone for, you

01:58:58: know, for your support, whether it's

01:58:59: like, you know, just playing as night,

01:59:01: being part of our platform, uh, you

01:59:03: know, talking about it, showing people

01:59:04: around, building cool content,

01:59:07: um, or supporting us, you know,

01:59:08: financially, whether it's on like

01:59:10: Patreon or Stripe. Uh, if you do support

01:59:13: us on Patreon, please consider switching

01:59:16: to Stripe because we get about 10% more

01:59:19: funds for the same amount you give,

01:59:22: which actually helps us a lot. Um,

01:59:26: and like if you in case you also missed

01:59:28: it, strap is now out of beta. So the the

01:59:31: major bug with it like you know it

01:59:34: wasn't even that ma like it wasn't a

01:59:35: major bug. Uh, but the last kind of bug

01:59:37: we consider a blocker was fixed. Uh, so

01:59:41: it's pretty much stable. It actually

01:59:42: gives better experience at Patreon. Um,

01:59:45: so please consider like switching

01:59:46: because that will help us quite a bit.

01:59:49: Um, so thank you very much. Uh, and

01:59:52: we'll see you for the next one. And

01:59:56: hopefully splittening pre-release

01:59:59: tomorrow.

02:00:01: Hopefully, assuming things don't

02:00:02: explode.

02:00:03: Fingers crossed.

02:00:04: Fingers crossed. You might be able to

02:00:06: get your hands

02:00:07: your toes and your legs.

02:00:08: Yeah, just crissc cross everything to

02:00:10: become become a pretzel.

02:00:12: I don't I don't know what I'm doing.

02:00:15: If you all of your pretzel energy

02:00:16: combined might make it happen, maybe.

02:00:18: Yes.

02:00:21: So, I'm going to check if there's nobody

02:00:24: to stream in case like somebody started

02:00:26: streaming.

02:00:31: Nope.

02:00:33: Okay. Unfortunately, this ends here.

02:00:36: Nobody to send you to. So, thank you

02:00:38: very much. Uh, thank you very much again

02:00:40: and we'll see you soon. Bye.

02:00:43: Bye, fellas.

02:00:45: Borf.