Matt Summers (@smoothblur) profile picture

Purveyor of fine apps & games. VR Mad Scientist

Minneapolis, MN
Joined June 2010
Photo by Matt Summers (@smoothblur)Photo by Matt Summers (@smoothblur)Photo by Matt Summers (@smoothblur)Photo by Matt Summers (@smoothblur)Photo by Matt Summers (@smoothblur)Photo by Matt Summers (@smoothblur)Photo by Matt Summers (@smoothblur)Photo by Matt Summers (@smoothblur)Photo by Matt Summers (@smoothblur)Photo by Matt Summers (@smoothblur)
Matt Summers retweeted
Holy shit IT WORKS!! One shotted with GPT6 Astra I now have a fork of UEVR where I can play any UE game within a volumetric window! This actually renders the game in 3D - meaning, two real game cameras, not some depth map bullshit. Everything looks right This is an alternative (and more comfortable IMO) way to play most 2D->VR hacked games as there’s no motion sickness, and no need to redesign the UI and interaction systems Needs a lot more polish before I publish it but OMG IT WORKS!
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Matt Summers retweeted
The book is live! Worked really hard to bring a new visual journey for you. I hope you will share the news. 120 new crazy creations full of ideas that I truly hope you will enjoy! Head over to the kickstarter and behold the goodness! ⚠️link in comments 📷#kickstarter #artbook
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Matt Summers retweeted
Meta's fork of Unreal Engine still hasn't fixed the issue we reported to them in May where moveable lights don't work. Additionally, development builds don't allow for the console and all logging seems to be disabled. No crash reporting either. ASW remains the magic framerate doubler, but it's becoming less and less worth using Meta's fork just to get it.
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Black Eye cameras are on Fab!
⚡Get lightning-fast camera controls with Black Eye Cameras by @Black_Eye_Tech, a powerful Unreal Engine plugin that empowers creators to tell their stories cinematically. Now available on Fab: bit.ly/3ZffSDB
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Matt Summers retweeted
This is my fav Black Eye demo so far. Look how fast you can work on cameras
Lightning-fast camera previs, blocking, and layout. Work at the speed of thought: experimentation is free, iteration is instant, and ideas come to life immediately.
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The VR door test. If the doors work well in the game, it's bound to be a good game. Because the devs care.
Any time I see a VR game where the devs managed to make the simple act of opening a door feel awesome and interesting, it's clear they fundamentally 'get it' when it comes to making stuff feel great in VR.
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Matt Summers retweeted
🎉 Excited to announce the launch of Triple Goat Games and our first game, "Into The Light" - a VR Dungeon Crawler for up to 4 players in a dark fantasy setting! We're still in early development, but check out our progress at intothelightvr.com #VR #IndieGame #GameDev
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Matt Summers retweeted
🎉 Excited to announce the launch of Triple Goat Games and our first game, "Into The Light" - a VR Dungeon Crawler for up to 4 players in a dark fantasy setting! We're still in early development, but check out our progress at intothelightvr.com #VR #IndieGame #GameDev
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Matt Summers retweeted
Nothing annoys me more than technology platforms that treat developers poorly. I rarely met developers that are happy about using Unity. Most are frustrated with the way it treats developers, and with the bloat of the engine. They tolerate Unity. Unity is ripe for disruption. I've been arguing with @unity for weeks now because they sent us a notice that we are a "B2B" company focused on "Industry" and not "Gaming" or "B2C" – therefore Unity demands a 5X monthly fee. Such hostile demands are laughable because we're a B2C gaming company, with a game on Meta Quest and Steam. Any advice for how I can tell Unity to F%#$ off?
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Playing PC VR games on Apple Vision Pro is easy now with ALVR's latest update! 🙌 There are 3 controller options: 🔴 Using the native hand tracking 🔵 Nintendo Switch Joy-Cons 🟢 Or SteamVR controllers Here's a video on what it's like and if it's even worth your time: youtu.be/U1R8r4BJwPo
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Just a reminder that when Unity says they're "just trying to build a sustainable business" they're literally lying.
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Official Statement: SideQuest does not authorize Unity to use any data obtained from us to determine a per install fee. Our downloads are referred to as "clicks" on our site, and do not constitute a download or install of the...
Today we announced a change to our business model which includes new additions to our subscription plans, and the introduction of a Runtime fee. We wanted to provide clarifying answers to the top questions most of you are asking. Yes, this is a price increase and it will only affect a small subset of current Unity Editor users. Today, a large majority of Unity Editor users are currently not paying anything and will not be affected by this change. The Unity Runtime fee will not impact the majority of our developers. The developers who will be impacted are generally those who have successful games and are generating revenue way above the thresholds we outlined in our blog. This means that developers who are still building their business and growing the audience of their games will not pay a fee. The program was designed specifically this way to ensure developers could find success before the install fee takes effect. We want to be clear that the counter for Unity Runtime fee installs starts on January 1, 2024 - it is not retroactive or perpetual. We will charge once for a new install; not an ongoing perpetual license royalty, like revenue share. We looked for ways to lessen the impact on developers, and provide ways to bring the Runtime fee to zero. If you’re using any of our ad products, Unity Gaming Services or cloud services, etc. please contact us to discuss discounts. We are actively listening to and following your questions closely. Please review our FAQ (on.unity.com/3PAiqHH) on today’s announcement. We also invite you to continue to discuss these changes with us on our forums: on.unity.com/3RmyLRx.
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Matt Summers retweeted
Unity must be aware of this post they wrote in 2019: blog.unity.com/community/upd… Unity formally announced not to make retroactive changes to terms of service, and to maintain a TOS through the lifetime of a LTS release. This is at minimum breach of trust, but more likely estoppel.
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First look at the largest movie screen in the world, inside the Sphere (via Darren Aronofsky) – at Paradise, NV
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Matt Summers retweeted
We'll soon adopt a Runtime fee too 😎 Please send $0.01 for every page load in every website you use Three.js, including websites you did in the past 🤑 Kthxbye!
Today we announced a change to our business model which includes new additions to our subscription plans, and the introduction of a Runtime fee. We wanted to provide clarifying answers to the top questions most of you are asking. Yes, this is a price increase and it will only affect a small subset of current Unity Editor users. Today, a large majority of Unity Editor users are currently not paying anything and will not be affected by this change. The Unity Runtime fee will not impact the majority of our developers. The developers who will be impacted are generally those who have successful games and are generating revenue way above the thresholds we outlined in our blog. This means that developers who are still building their business and growing the audience of their games will not pay a fee. The program was designed specifically this way to ensure developers could find success before the install fee takes effect. We want to be clear that the counter for Unity Runtime fee installs starts on January 1, 2024 - it is not retroactive or perpetual. We will charge once for a new install; not an ongoing perpetual license royalty, like revenue share. We looked for ways to lessen the impact on developers, and provide ways to bring the Runtime fee to zero. If you’re using any of our ad products, Unity Gaming Services or cloud services, etc. please contact us to discuss discounts. We are actively listening to and following your questions closely. Please review our FAQ (on.unity.com/3PAiqHH) on today’s announcement. We also invite you to continue to discuss these changes with us on our forums: on.unity.com/3RmyLRx.
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Matt Summers retweeted
Unity charging a runtime fee would be like Fender charging a little bit to a starving musician every tie they play a song in a dive bar. We need open source alternatives to game engines.
Unity has introduced a new "runtime" fee, which developers incur on a per-install basis for games made with the Unity Engine. blog.unity.com/news/plan-pri…
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Replying to @unity
hi so you should revert this change as soon as possible if you want unity to continue thriving among indie devs I've never seen so many developers simultaneously preparing to jump ship at the same time. out of all the blunders, this one is looking like the worst by far
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All my, I think, unanswerable questions regarding #unity's insane 1D chess move:
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Matt Summers retweeted
It's hard to emphasize just how much this new pricing change will destroy whatever brand loyalty or goodwill Unity had left. How can you trust a company that is willing to completely change the revenue model for *existing* games that were built with prior versions of the engine?
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