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Raz

@razgriz.one
354 followers 222 following 134 posts

~ vr .. shaders .. procedural/generative visuals (Tooll3/TiXL) ~ she/her .. virtual existence preferred .. 🚫genAI ~ tinkerer .. experimenter .. overthinker ~ low profile .. easily startled .. questionably appropriate ~ pfp @depereo.xyz

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Raz @razgriz.one · 24/09/2026
good morning bEautiful
A production steam frame VR headset and controllers, outside on a table
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Raz @razgriz.one · 17/09/2026
Update: it was the vet :( (But actually good :))
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Raz @razgriz.one · 17/09/2026
i think they're taking me to the park today :)
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ele @strafe.ing · 09/09/2026
this friday at 10pm eastern, friend club invites you to our third installment of identica - lose yourself in total darkness, find yourself amid the soft shimmers of the crowd illumination by @silentvj.bsky.social & @razgriz.one selections by @jerk.concretevr.live & @zejayz.bsky.social
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Raz @razgriz.one · 05/09/2026
Insane roster, well-deserved 💖
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Raz @razgriz.one · 13/08/2026
high bit depth for headroom in mixing and production and the like makes sense, but for distribution and listening, well-constructed tests show no audible difference between CDQ (16bit PCM/44.1kHz) and SACD/DVD-A (1-bit DSD at 2822.4kHz, 64x oversampled vs. CDQ): www.aes.org/e-lib/browse...
Fig. 1. Block diagram of test setup for double-blind comparison of high-resolution stereo playback with same two-channel analog signal
looped through a 16/44.1 A/D/A chain. (Drawing by Roy Allison.)excerpt: 2 THE RESULTS
The test results for the detectability of the 16/44.1 loop
on SACD/DVD-A playback were the same as chance:
49.82%. There were 554 trials and 276 correct answers.
The sole exceptions were for the condition of no signal
and high system gain, when the difference in noise floors
of the two technologies, old and new, was readily audible.Claims both published and anecdotal are regularly made for audibly superior sound quality
for two-channel audio encoded with longer word lengths and/or at higher sampling rates than
the 16-bit/44.1-kHz CD standard. The authors report on a series of double-blind tests com-
paring the analog output of high-resolution players playing high-resolution recordings with
the same signal passed through a 16-bit/44.1-kHz “bottleneck.” The tests were conducted for
over a year using different systems and a variety of subjects. The systems included expensive
professional monitors and one high-end system with electrostatic loudspeakers and expensive
components and cables. The subjects included professional recording engineers, students in
a university recording program, and dedicated audiophiles. The test results show that the
CD-quality A/D/A loop was undetectable at normal-to-loud listening levels, by any of the
subjects, on any of the playback systems. The noise of the CD-quality loop was audible only
at very elevated levels.
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Raz @razgriz.one · 13/08/2026
Just curious, have you done ABX testing to confirm this without bias? Nyquist theorem tells us that both 44.1k and 48k can resolve 22.5k and below without issue: people.xiph.org/%7Exiphmont/... (I think lossless is more valuable than the article implies, but it's good coverage of sample rates)
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Raz @razgriz.one · 31/07/2026
Tonight: cellular attractor self referential feedback recurrence meow
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Raz @razgriz.one · 26/07/2026
Often wish I could *whisper* in vrc. I can lean in irl to share things privately - in vr, I have to assume that it can be heard anywhere nearby. voice falloff helps, but isn't a fix. It'd be nice to be able to privately ask someone to dance, or let a host know abt a problem, without relying on dms~
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Raz @razgriz.one · 23/07/2026
overwhelmingly queer presence that watches out for each other. a queer crowd is not intrinsically a safe crowd, but I'm gonna feel safer in a crowd full of queer folks (or esp trans people). seeing trans people running/managing the space is a good sign, along w/ all the usual good party host habits
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Raz @razgriz.one · 17/07/2026
Shaders are often both fairly straightforward in operation, but complex because of (to give 2 examples) a) the context they work in (GPUs) and b) lots of external info often provided by an engine/app. lots of details to learn and keep in your head+integrate, many talented ppl bounce off as a result
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Raz @razgriz.one · 17/07/2026
Had a goal, had light math + programming background, studied existing shaders in the env I wanted to build in (unity -> VRChat), found a community of smart shader folks that know all the ins and outs to fill in the many weird gaps. Check freya's videos, catlikecoding for Unity BIRP, shadertoy etc
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ele @strafe.ing · 12/07/2026
extremely disappointing and disgusting to see men in positions of power continue to abuse and assault women even and especially in spaces that are built and held together by women/queer/poc/&marginalized people. sickening. so sorry for everyone that shouldn't have had to learn how to cope w/ this
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strasz @strasz.bsky.social · 05/07/2026
But a big point of that piece is that maintaining a subculture is hard because if you put the wall up too high, or get too fucking angry and chase out people all the time, then you are basically creating an unsustainable culture where it becomes inevitable that entropy will eventually kill it.
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treesleeper @tree.pshq.us · 05/07/2026
Log off. Find your local farmers market. Pet a dog. Buy some flowers. Compliment a stranger. Your humanity is closer than you think.
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Raz @razgriz.one · 26/06/2026
New toys in the chest for tonight, ready to bring down the house with @myosot.is Bring your latex 🖤🤍
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Raz @razgriz.one · 15/06/2026
Is that the Connections Museum? Love love loved it when I visited, such a cool place to explore and learn
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Raz @razgriz.one · 07/06/2026
lights & sounds tonite
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Raz @razgriz.one · 01/06/2026
for pride i'm going to need: Private Accounts
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Raz @razgriz.one · 29/05/2026
the note way down the article musing about oh, hmm, maybe empathy is real... these 'freaks' might have a point... (after choosing to spend a whole feature platforming the maladjusted trolls that spend their time getting a rise out of them) is surreal. malignant and corrosive cultural strain
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Raz @razgriz.one · 24/05/2026
this is tight as fuck, good work
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Raz @razgriz.one · 22/05/2026
got the Device (enhanced) on deck
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Raz @razgriz.one · 20/05/2026
a better world is possible. we may have to do a bit less, we may have to do things a bit differently, but there are enough polygons & limits to work with!
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Raz @razgriz.one · 08/05/2026
Oh, almost forgot - the trick is, for parts of the modular outfit you don't want on a given upload, you set the tag of the gameobject (and any toggles) from "Untagged" to "EditorOnly", and disable it for good measure. This'll remove it during build, so your prefabs can have everything included
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Raz @razgriz.one · 08/05/2026
My secret sauce is using modular setups that use Prefabs (with Modular Avatar/VRCF) and keeping components (shorts, tops, etc) as separate meshes (often w/ toggles). Everything gets combined with d4rk's optimizer, and mesh toggles get autoconverted to shader toggles (equiv to poi UV Tile discards)
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Raz @razgriz.one · 08/05/2026
It's a nice side effect! For a while now I've worked every outfit I buy into something modular that I can pluck pieces out of to mix with other fits. Jackets that go on top of base outfits, shoes, pants, tops, accessories, tights & leggings, etc. Having a virtual closet is so lovely!
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Raz @razgriz.one · 04/05/2026
billboard particle fog can look ok but you really don't want it rotating w/ the head, immediately breaks immersion lighting up fog with light volumes/screens/etc makes it believable highly immersive to not be able to see your feet, or the person in front of you. feels like you're in your own world
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Raz @razgriz.one · 04/05/2026
very possible, this event inspired soupy mhouse/conc fog raymarching is the easy way, esp w/ density variation avatar transparency=evil, effectively impossible to blend w/ fog good screenspace noise helps - blue noise users will be gpu limited, reduce sample+step count (and steamvr res) to match
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Raz @razgriz.one · 24/04/2026
I think backface culling is intentionally enforced on the world side - @okgold.ca may be able to clarify. If some strands have back faces outward, you can flip in blender, but no one-click fixes. FWIW I had to swap my hair out for this event, as my other hair relies on transparency+backfaces.
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Pema99 @pema99.bsky.social · 23/04/2026
(🧵 1/6) Recently I've been working on an HLSL interpreter, which can execute shader code entirely on the CPU github.com/pema99/HLSLI... I used it to make a cute little interactive debugger demo. You can try it yourself at pema.dev/hlsl/
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Raz @razgriz.one · 23/04/2026
Very excited to run lights/viz at this event with Silent. If you're joining, you can make sure your avatar looks good with this system - watch out for transparent hair, glasses, etc. Consider making an upload with the shader all set up, too! Test @ okgold.ca/shader / vrchat.com/home/world/w...
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Raz @razgriz.one · 21/04/2026
caveats that come to mind: - VR HMDs are usually higher res than the editor viewing screen (but apps are often rendered at lower res!) - This doesn't show mipmap levels directly as far as I can tell, instead gives a hueristic of sorts (see attachment) as usual it's easy to get lost in the details!
Unity documentation screenshot:
Mipmaps 	Show ideal texture sizes using a color code:

Red indicates that the texture is larger than necessary (at the current distance and resolution)
Blue indicates that the texture might be larger. The ideal texture sizes depend on the resolution at which your application will run and how close the Camera can get to particular surfaces.
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Raz @razgriz.one · 21/04/2026
Not sure, but (with caveats) the Unity Mipmap debug inspector view gives some indication. Video won't upload so image it is (1k/2k L/R) Blue > texture could display more res at selected distance+res, red > texture is using a lower mip at selected distance. 2k is mostly wasted outside close distance
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Raz @razgriz.one · 21/04/2026
to add: Don't push your camera way in when adjusting res! Try to imagine and view at the distance that you+others will actually be at in VR - often can go down a step in size with little perceived difference (due to mipmaps, etc) Image: color/normal tex @ 1k vs 2k (left/right) zoomed in/at distance
example of texture resolution at 1k vs 2k for a pair of shoes: zoomed in, and at a reasonable viewing distance
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yum-food.bsky.social @yum-food.bsky.social · 30/03/2026
broken hash function
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Raz @razgriz.one · 29/03/2026
I no longer wish to be a VR hardware enthusiast, I want my gear to be an appliance. Something that just works, with occasional maintenance. Daily driver/translation layer, not a thing to be into on its own. Talking about base station angles and usb hubs and interference and bitrates is just draining
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Raz @razgriz.one · 28/03/2026
Really excited to run visuals here, I have a treat of a setup prepped 💮 stop by!
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Raz @razgriz.one · 16/03/2026
Global keywords would need multi compiles to work at runtime, though, so you get variant multiplication. Not great for compile times (users of shaders would just see the increase in compile times and wouldn't connect it to better runtime perf), and hits compiled shader size as well
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Zelda @driima.com · 06/03/2026
HARDLIGHT - DRIIMA BIRTHDAY 2026.03.07 8pm EST djs: @transversewithru.com @ellarisvr.bsky.social @silentvj.bsky.social @sirrosevr.bsky.social @ladybugvr.bsky.social @driima.com vjs: @digitalroze.bsky.social @razgriz.one @lesse.bsky.social Live Feecbacck Machine vrc.group/HDLT.7117
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Raz @razgriz.one · 01/03/2026
turmoil // w/ DJ @strasz.bsky.social @ Obsidian Garden
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Raz @razgriz.one · 28/02/2026
Exploring the celestial halls with @strasz.bsky.social tonight 🎴
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Raz @razgriz.one · 22/02/2026
gateway // @ @driima.com's HARDLIGHT w/ DJ @bunchasomething.bsky.social
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Raz @razgriz.one · 19/02/2026
comprise/reprise // @ HARDLIGHT jam session with @softlysteph.bsky.social, @silentvj.bsky.social, @driima.com physical camera feedback, very happy with these dynamics
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Raz @razgriz.one · 18/02/2026
fire walk (raw visual) // @ LD3A w/ DJ @driima.com
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yum-food.bsky.social @yum-food.bsky.social · 16/02/2026
happy accidents
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Raz @razgriz.one · 15/02/2026
Doing a set with @driima.com here as well, got some fun new patches to share :)
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Raz @razgriz.one · 13/02/2026
goopy visuals at the top of the hour
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Raz @razgriz.one · 12/02/2026
It feels very promising. been waiting on a proper mobile app instead of a PWA and more proven stability (they fell over during the monday user rush) before spreading the word, but it's the most accessible alternative I've found so far
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Raz @razgriz.one · 10/02/2026
for anyone looking for positive examples of this style: dusqk (actual music producer, visual artists are credited) and Mitch Murder (vgm producer, has pre-ai provenance, mostly stock footage or vintage media) have nice atmospheric album/ep streams and mixes with good non-ai viz. it's so doable!
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Raz @razgriz.one · 10/02/2026
it sucks bc there're good releases that look very similar to the bad examples, and a lot of em come by way of youtube "mixes", but it's deeply tiring having to deep dive a rec'd channel, art, artists, etc to make sure things were made by humans with intention and avoid absentmindedly consuming slop
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