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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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Reposted by RED_SIM
JayOttr @jayottr.bsky.social · 22/09/2026
Haven't posted here much recently, but I've been futzing with a very lightweight froxel-based volumetric fog for VRChat. You CAN use your hands and feet - the cube-onna-stick is only required for Clientsim. @sim.red will be releasing their own version... but I may still use mine in one of my worlds~
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RED_SIM @sim.red · 17/09/2026
I got mine an hour ago
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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 · 16/09/2026
There's a part 2 that came out just now, so don't miss it!
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RED_SIM @sim.red · 16/09/2026
It was the first time for me to have an interview in VRChat! You can check it out if you want to know a little bit more about me :P
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RED_SIM @sim.red · 10/09/2026
It will do nothing to avatar shaders/materials cuz avatars can be viewed in different worlds with different features, so we can't strip them. It will also require no extra work for shader developers to implement the stripping support.
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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 · 04/09/2026
It's hard to tell... I'm mostly self-taught and there were lots of random sources I got information from. Mostly, it's official docs and experimenting with stuff I worked on.
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RED_SIM @sim.red · 02/09/2026
It can be turned off, so you can save the performance too!
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RED_SIM @sim.red · 02/09/2026
Kinda, they use the same coordinates that raindrops use
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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 · 21/07/2026
3D gives almost no overhead, I think. Just consumes more memory...
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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
Froxels are basically voxels that are aligned with your camera frustum. They usually start dense near the camera and go wider together with the camera FOV.
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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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Reposted by RED_SIM
Vard @vard.cc · 13/07/2026
I really enjoy working on this project, and it's awesome to see people actually using it. I also want to be a bit more open about where the project is going, so I put together a small list of what I'm planning to work on next: www.patreon.com/vard/posts/f... #VRChat
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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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Reposted by RED_SIM
Artic @artic3d.bsky.social · 10/07/2026
Updated "2000s Classroom" to VRC Light Volumes 3.0 by @sim.red with advanced features: Animated Cookies, EVSM Shadows and Froxel Based Volumetric Fog (not included in VRCLV). That means: almost "real-time" and "physically correct" light and shadows. Must be enabled in the world menu #VRChat
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RED_SIM @sim.red · 05/07/2026
VRChat does not support global keywords, so it's impossible to hide it behind a #define. So it's just a dynamic branch. But it works, just hits the compilation time.
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RED_SIM @sim.red · 05/07/2026
VRCLV v.3.0.0 is back compatible with v.2.x.x shaders, so it's should be safe to update your worlds! It also has new shadows so if you used older occlusion volumes, you should remake it with a new solution. Also I'm already looking for the worlds for the 3.0.0 trailer video ;P
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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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Reposted by RED_SIM
Vard @vard.cc · 05/07/2026
2.0 is here! Featuring experimental screen sharing, along with many fixes and stability improvements. Unfortunately, screen sharing is currently available only for self-hosted servers because it's too expensive for me to support it on the public one. I also...
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RED_SIM @sim.red · 28/06/2026
This is incredibly useful! It's crazy that you made such a service for free.
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Reposted by RED_SIM
OSHA Violation @oshaviolation96.bsky.social · 28/06/2026
Using @sim.red VRC LV 3.0 dev 2 with @pimaker.at LTCGI 1.7.1 for avatar lighting support, looks perfect. Also shout out to @frostyx.bsky.social for posting about the force scene lighting tech
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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 · 24/06/2026
No, will still require LTCGI for that...
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Reposted by RED_SIM
pi @pimaker.at · 21/06/2026
I've finally released LTCGI 1.7.0, integrating @sim.red 's VRC Light Volumes! I have also decided to record video patchnotes: www.youtube.com/watch?v=ylRA.... I'm not @strasz.bsky.social , but it's fun to try. Download and docs on ltcgi.dev as usual.
youtube.com
LTCGI 1.7.0 Patchnote Video
YouTube video by pi
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RED_SIM @sim.red · 20/06/2026
It can work with matte reflective surfaces too, just not very correct.
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RED_SIM @sim.red · 20/06/2026
Not sure how it works there, but here you just need to specify a Texture, or RT, or CRT, or Material... And it bakes them into a one Texture2DArray under the hood. So everything is handled automatically.
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RED_SIM @sim.red · 20/06/2026
There's no proper reflections implemented here. Only the old way of reconstructing them from Spherical Harmonics. I store textures in a Texture2DArray, the same array that was used for Cookies and cubemaps in Light Volumes v.2.x.x, so it can potentially use up to 128 Area Lights with textures.
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RED_SIM @sim.red · 20/06/2026
*mipmaps
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RED_SIM @sim.red · 20/06/2026
Didn't check it with highly specular surface, but it will be almost the same as the older area lights, cuz directionality didn't change. Falloff and spread are just distorted texture UV and map-maps. I use texture samples with different mipmap levels and mix them with tweaked weights.
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RED_SIM @sim.red · 20/06/2026
It supports Textures, Render Textures, Custom Render Textures and Materials. It also uses fallback average color for shaders that supports Light Volumes v.2.x.x, so your older avatars will not stand out anyway. The performance cost of it seems very cheap.
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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 · 18/06/2026
Happy birthday!
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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
So I'd recommend not to use more than one fully realtime light at the same time. The real use case of runtime shadows baking is to trigger it for one frame to rebake shadows if your scene changed. After being baked, these shadows are almost free.
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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 · 27/05/2026
I have no idea what to do about that. Maybe I will not include the realtime shadows module into Light Volumes by default just because of that and will provide it as a separate script as a paid asset. Or maybe it's a bad idea, I don't know. We'll see.
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RED_SIM @sim.red · 27/05/2026
It's not clustered, so yes, it's expensive... But it's cheap if you don't update shadows in real-time.
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RED_SIM @sim.red · 27/05/2026
Yes, I'm planning to add it.
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Reposted by RED_SIM
d4rkpl4y3r @d4rkpl4y3r.bsky.social · 26/05/2026
@sim.red refactored the LightVolumes.cginc and now the compile time increase is mostly gone compared to current v2.1.3
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RED_SIM @sim.red · 26/05/2026
The coolest thing here is that it fakes the shadow penumbra: it looks sharp on contact and very blurry further away. And this effect is completely free if it's baked! And will still affect avatars and dynamic props even when it's baked!
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