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RED_SIM

@sim.red
772 followers 88 following 220 posts

Game developer, technical artist, engineer, VR/AR enthusiast, dreamer. I also make shaders for VRChat creators.

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RED_SIM @sim.red · 17/09/2026
Looks like I got into the reservation queue!
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RED_SIM @sim.red · 10/09/2026
I made a shader stripping feature for VRC Light Volumes v.3.0.0! It's something similar to what Poiyomi or lilToon does when you lock your shader, but for worlds, not avatars. And I can say, it's a game-changer in terms of world performance!
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RED_SIM @sim.red · 02/09/2026
Some less compressed screenshots. Here you can see that the rain is much more detailed than it is on video :D
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RED_SIM @sim.red · 02/09/2026
Working on a GPU particles rain system that can work together with VRC Light Volumes and my prototype of a volumetric fog. Every raindrop creates ripples and small droplets from it. Bluesky compresses the quality like crazy, it looks 100 times better in game.
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RED_SIM @sim.red · 25/08/2026
Testing VRC Light Volumes 3.0.0 in some real conditions. Here's an example of a world fully lit up with VRCLV 3. No baked lightmaps here at all, only semi-realtime lights that are baked in game. Every light can be controlled separately in runtime. 70+ active light sources here.
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RED_SIM @sim.red · 19/08/2026
Today, my absolute favorite visual novel, got a remake - Steins;Gate RE:BOOT! So, to immerse myself even deeper in the novel, I made an app that fully syncs my IRL DIY Divergence Meter with the in-game one! #シュタゲ #シュタゲリブート #SteinsGate #SteinsGateReboot
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RED_SIM @sim.red · 20/07/2026
I also saw one a few days ago!
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RED_SIM @sim.red · 20/07/2026
60 FPS was tested on Google Pixel 9 Pro Fold - not the greatest GPU at all. Quest 3 was up to 45-50 FPS based on my test. And I still plan to improve it, so it will most probably be even better. And it's completely back compatible with VRCLV v.2.x.x, but will just ignore froxels.
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RED_SIM @sim.red · 20/07/2026
A new clustered froxel-based lighting prototype for Light Volumes 3.0.0! It uses froxels to precompute visible light IDs, so shader don't have to iterate through every light. This scene has 128 active lights and performs around 60 FPS on Android. ~13 FPS with no clustering.
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RED_SIM @sim.red · 11/07/2026
Starlight Projector by RED_SIM Booth: redsim.booth.pm/items/8510480 Jinxxy: jinxxy.com/red_sim/Star... Gumroad: redsim.gumroad.com/l/Starlight_... Patreon: www.patreon.com/red_sim/post... You can check it's separate version with the Starlight Projector here: vrchat.com/home/world/w...
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RED_SIM @sim.red · 11/07/2026
Starlight Projector is out now! An interactive projection sphere powered by VRCLV 3.0 that projects beautiful animated effects onto your world and avatars. Every purchase supports VRC Light Volumes development. 30% off this week! Links to Booth, Jinxxy, Gumroad and Pateron below:
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RED_SIM @sim.red · 05/07/2026
VRC Light Volumes v.3.0.0 is now ready for a public BETA test! It's a beta test that is mostly for creators: I want you to check if it works in your worlds an if you have problems integrating it in your shaders. (Enable Pre-Releases in your VCC to get it) github.com/REDSIM/VRCLi...
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RED_SIM @sim.red · 27/06/2026
It's obviously less performant, but not that bad. Shader makers will still have a choice which approach to use. Older and cheaper speculars are still supported (I suggest using them on Quest and Mobile). BTW: Here you can see speculars and shadows depending on the light size.
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RED_SIM @sim.red · 27/06/2026
I made physically correct speculars for VRC Light Volumes v.3.0.0. Now we'll have them separate per each light, so no specular-leaking artefacts anymore! Also now speculars use light source size to look much more physically correct.
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RED_SIM @sim.red · 20/06/2026
VRC Light Volumes v.3.0.0 will support Area Light realtime texture emission, almost like LTCGI. Less physically accurate, but very performant!
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RED_SIM @sim.red · 11/06/2026
I watched "The Amazing Digital Circus: The Last Act" today. No context, so it's not a spoiler, but I made something related on VRC Light Volumes v.3.0. I can already imagine how great it will fit VRC chill worlds...
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RED_SIM @sim.red · 10/06/2026
Still working on VRC Light Volumes v.3.0 Here are some realtime shadows with volumetric fog... (Extremely expensive but cool)
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RED_SIM @sim.red · 31/05/2026
I really love new VRC Light Volumes shadows! But I have to tell you that realtime feature is very expensive, more expensive than Unity's default shadows. So such shadows should mostly be used in baked-realtime mode, when players can only receive shadows, but not cast.
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RED_SIM @sim.red · 26/05/2026
New prototype of VRC Light Volumes real-time shadows! It uses EVSM сontact-hardening soft shadows. Performance seems good on PC, but I will do more tests. Finally something that looks better than what you can achieve in Unity by default!
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RED_SIM @sim.red · 23/05/2026
Realtime shadows in new VRC Light Volumes. Probably not what you actually want to have usually... But can be very useful if you want to rebake your shadows in runtime! It can be triggered just once and then you can go fully baked with no overhead.
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RED_SIM @sim.red · 18/05/2026
Another thing that is going to be released with next version of VRC Light Volumes, is an in-game debugger tool! You'll be able to preview every volume, voxel, and point light. Works in any world that supports VRC Light Volumes.
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RED_SIM @sim.red · 16/05/2026
I'm working on a new major VRC Light Volumes update! - Baked realtime shadows (very performant) - Animated cookies and cubemaps - Optimized area lights - No more legacy code - Almost full back compatibility with older light volumes shaders (excluding new shadows)
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RED_SIM @sim.red · 05/04/2026
Do you remember the caps game from the 2000s? I thought it'd be cool to recreate it in VRChat as a game world where you can collect them. What rules did you use? (I know they varied by country)
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RED_SIM @sim.red · 01/04/2026
Light Volumes v.3.0.0 release! - Realtime lighting, speculars and reflections support - Fully path-traced global illumination (Quest compatible) - Spherical gaussians support - Even more performant! Full feature list here on github: github.com/REDSIM/VRCLi...
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RED_SIM @sim.red · 27/03/2026
Finally, finished my Divergence Meter casing! Will also need to make a proper firmware for it with ability to control it over Bluetooth/Wi-Fi
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RED_SIM @sim.red · 26/03/2026
Working on something... NOT SOON (TM)
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RED_SIM @sim.red · 18/03/2026
Just completed "Venture into the (Un)known" @vrchat.com event and discovered all the secret tapes!
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RED_SIM @sim.red · 08/03/2026
GPU Infinite Grass v.1.2.0 released! - Surface Normal support (better shading) - Correct light attenuation (was broken before) - Unity Fog support - Editor GUI improved - Other fixes Already available on Booth and Patreon: redsim.booth.pm/items/7997362 patreon.com/posts/150937...
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RED_SIM @sim.red · 25/02/2026
A very rough proof of concept of Baked Directional AO for VRC Light Volumes. I'm not sure if I want to integrate it into light volumes for real, but it could be a VERY performant solution to make super cheap realtime contact shadows.
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RED_SIM @sim.red · 24/02/2026
GPU Infinite Grass v.1.1.0 released! - Unity Terrain support - Surface Mask shader improved - New surface setup workflow - You can now draw grass on ceilings too - Fixed several bugs where grass wasn't rendering in VRChat or Play Mode redsim.booth.pm/items/7997362
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RED_SIM @sim.red · 23/02/2026
Testing GPU Infinite Grass with Unity Terrain... And I surprised how perfectly liminal it looks with just a default terrain texture!
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RED_SIM @sim.red · 22/02/2026
Working on the GPU Infinite Grass most requested feature: Unity Terrain support! Gonna be in the next update very soon, as well as lots of small bug fixes and improvements.
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RED_SIM @sim.red · 19/02/2026
Today is the last day to get GPU Infinite Grass with 20% discount!
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RED_SIM @sim.red · 17/02/2026
The system was optimized a lot since the last time I showed it in VRChat. You can check how it works now in this world: vrchat.com/home/launch?...
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RED_SIM @sim.red · 17/02/2026
My new "GPU Infinite Grass" is finally out! Renders millions of grass blades to the horizon! Mobile/Quest-ready, Light Volumes support, bendable by players and objects. Available on Booth & Patreon. 20% off for the first 3 days! redsim.booth.pm/items/7997362 patreon.com/posts/150937...
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RED_SIM @sim.red · 03/02/2026
I remember it like it was yesterday...
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RED_SIM @sim.red · 28/01/2026
Hacking to the Gate
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RED_SIM @sim.red · 27/01/2026
I finally made the Divergence Meter prototype work! Now need to polish it and write a proper firmware.
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RED_SIM @sim.red · 23/01/2026
Mururururururururururururu!
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RED_SIM @sim.red · 23/01/2026
Just got some PCBs I designed from JLCPCB. I hope, this thing will work as expected!
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RED_SIM @sim.red · 22/01/2026
My grass system is now closer to the release! It's now possible to draw up to 3 types of grass, or even more, but randomized or sorted by size. You can draw it on top of any mesh with the brush instrument I provide, or with vertex color paint in Blender.
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RED_SIM @sim.red · 16/01/2026
I was bored today, so I made an ESP32 pixel-camera. Would be really cool to make it a real portable device, but I'm too lazy (have a grass shader to finish)
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RED_SIM @sim.red · 14/01/2026
Today I improved GPU Grass with a feature I call "batched instancing". It builds a grass batch at runtime and instances it. No world size increase, less GPU memory usage, runtime grass amount control, and better perf. 144 FPS with 11.2M grass triangles visible to the horizon!
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RED_SIM @sim.red · 13/01/2026
Here's something I promised to show you… GPU grass that is actually fast and usable! It can be dynamically scattered over any mesh in your scene, can be bent by people's avatars or props, and it even works on Quest and mobile just fine. Still WIP, but you can check this world:
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RED_SIM @sim.red · 10/01/2026
The PCB I was working on and ordered from JLCPCB. I hope it will work when I assemble it! I bet, some of you can easily guess what it's gonna be...
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RED_SIM @sim.red · 05/01/2026
Working on a PCB schematic for a device I wanted to make years ago...
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RED_SIM @sim.red · 29/12/2025
I'm planning to improve this asset in future bringing more features. World firework pickups and avatar prefabs are also planned! You can also get it on my Patreon: patreon.com/posts/146942...
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RED_SIM @sim.red · 29/12/2025
Only two days left until 2026, and I'm releasing a new GPU Fireworks asset to celebrate the New Year! It includes timer that launches fireworks at each time zone. You can also generate any firework mesh you want! And it lights up the world with VRCLV. redsim.booth.pm
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RED_SIM @sim.red · 06/12/2025
As an example, here's a VRC world with 10 000 000 particles rendered at the same time, which is still an overkill, but I think it's can be nice benchmark for your PC :D I still have like 345 FPS here on my RTX4090, but tell me how much you'll have: vrchat.com/home/launch?...
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RED_SIM @sim.red · 06/12/2025
Today I release new GPU Particle Volumes system and the GPU Snow Particle shaders for it! This snow shader can render hundreds of thousands of particles at the same time even on a weak GPU. It also supports VRC Light Volumes. Get it on my Booth or Patreon! redsim.booth.pm/items/7733242
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