Puffy

Puffy

@puffycheeks.bsky.social

(Sam Hagen) I do VR stuff and non VR stuff | SteamVR Mapper/XR Enthusiast/Space Lover 🥽✨He/Him http://linktr.ee/puffycheeks

84 followers273 following54 posts

Creating boundaries to keep the player in the area of my VR map where the illusion and the immersion is maintained is one of the last steps I do. But I'm thinking of not including it. I'm thinking about allowing every mesh surface to be accessible..

I think people are smart enough to know that the initial area you load into is where the map is supposed to be viewed from. Should they want to look at it from the other side or underneath or wherever they get to that adds a unique enjoyment. It doesn't seem this will break the immersion overall.

I can't imagine someone having a look at the other side of the Sydney Harbour Bridge and going, "Oh no, it's not real!" and that making the completed area be ruined for them and their immersion. I don't see that happening. And so I'm not going to add boundaries or invisible walls to my next map :)

Puffy reposted

This is #VRChat in 2026

HIYU 🚀@hiyu.bsky.social

I downloaded a photo-scanned island to see how my new sky/atmosphere/clouds system holds up to a real location - try to spot me in all 3 pics! :) World is now public on @vrchat.com, with OpenFlight. vrchat.com/home/world/w... (P.S. heatwave folks: this produces heat)

Puffy reposted

Hmm. I guess the community page for SteamVR is not in use much, I only got to it as I was linked from Valve's dev wiki. It hasn't seen a new post since 2018 😅 Still contains imagery for the original Steam Controller and Machine. Whelp! steamcommunity.com/steamvr

Puffy reposted

steam frame announcement impressions: a bit disappointed by the grayscale passthrough, resolution, and soft strap without on-ears. none of those are deal breakers though. the expansion port with camera mipi and pci-e is very interesting, as is the headstrap modularity.

Of the VR headsets I’ve owned the Bigscreen Beyond 2 has the worst initial setup of all. The extreme fine tuning required of sub-millimeter IPD changes per lens and the trial & error software settings took me two days.. And yet, for all that, lo I have beheld the most immersive virtual reality ever.

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The water was inspired by Sea of Thieves (though could never look as good 🌊🥵) and the best way I could find to have large waves in Source 2 was rigging 644 bones... but hey it worked and I am very proud of the result. 😊

I'm very happy with how the photogrammetry turned out and how optimized I was able to get it. I know SteamVR Home environments may be niche in VR now but I hope the people who do try it enjoy it.

I had to take the 900 photos I needed for this map during brief clear moments between flurries of snowfall. You can still make out some white dots on the model's textures which is some snow. ❄️📷

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