The (Almost) Endless Detail Update! — SculptrVR Steam update #60405

Let’s talk about performance: When we first demoed SculptrVR at CES 2016, a player could only sculpt for about 10 minutes before performance got so bad...

Steam App
SculptrVR (418520)
Event type
patch note
Published
31 January 2017 - 22:22:28 UTC
Source
steam_community_announcements
Let’s talk about performance: When we first demoed SculptrVR at CES 2016, a player could only sculpt for about 10 minutes before performance got so bad we had to turn off shadows. Now we’ve had artists put over 50 hours of work into a world without hitches. The only limit to world size that we know if is memory usage. The first version of SculptrVR shared on Steam could barely handle 45 sphere placements per second. Back then, we could only let you sculpt every other frame! Now the engine can handle over 2,000 sphere placements per second, so we added high and very high detail spheres that place 4x and 16x as much detail per frame. Here’s a timeline: Dec. 2015 – First prototype: 100,000 voxel limit April 3, 2016 – Launch: 300,000 voxel limit May 27, 2016 – First LoDs: 1,800,000 voxel limit June 21, 2016 – First Multiplayer Release! Sept. 10, 2016 – Copy/Paste Brush Nov. 21, 2016 – Second...

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