David Deraedt Profile
David Deraedt

@davidderaedt

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Obsessed with VR dev, indie game dev, creative coding and tools, AI. I work for Adobe, but opinions voiced here are my own.

Paris, France
Joined April 2008
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@CoffeeVectors
CoffeeVectors
3 years
Tests using a #metahuman from #UnrealEngine5 with #stablediffusion Multi-ControlNet. Applied diff. amounts of deflickering in #DaVinciResolve. Mainly seeing how it handles 3D camera moves. #aicinema #controlnet #aiia @UnrealEngine #aiphotography #MachineLearning #DeepLearning
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@davidderaedt
David Deraedt
3 years
Will give this a try this week-end, alongside hand tracking 2.1
@russ_maschmeyer
Russ Maschmeyer
3 years
To help you prototype your own XR ideas we're open-sourcing a free tool: 👋Handy 🎉 Hands are difficult to animate manually, but Handy makes it as easy as putting on your headset and hitting record. Download: https://t.co/xxDLIr6pQx
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@davidderaedt
David Deraedt
3 years
Tip to Unity / Quest 2 devs : if you’ve been dealing with shadows disappearing in URP, I’ve tracked and filed a bug (confirmed by Unity). A workaround is to remove (not just disable) SSAO from your render asset.
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@davidderaedt
David Deraedt
3 years
For context in my experience the Quest2 typically suffers as soon as you approach 1M tris (on screen, not in the scene) before you even run anything else. I personally typically target 500k as a default.
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@davidderaedt
David Deraedt
3 years
Great UE5 demo. This isn’t 250M tris running on the Quest, but an originally 250M tris scene automatically lowered to a mobile compatible poly count, which is already pretty awesome.
@iBrews
Alex Coulombe
3 years
here's what happened when I took a 250+ million triangle scene with Nanite in Unreal Engine 5.1 and built it to Quest without changing anything.
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@davidderaedt
David Deraedt
3 years
I’m now using #ChatGPT on a daily basis (for coding). I never use the generated code directly - I use it to learn about new APIs and techniques I’m not familiar with. I think this habit is here to stay.
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@davidderaedt
David Deraedt
3 years
Game dev legend Masahiro Sakurai marvelling at The Last of Us remaster accessibility menu for 10 minutes straight👌
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@GioKinto
George Jijiashvili
3 years
Christmas Meta Quest app download numbers are in! Here are some highlights in relative terms: ⬇️26% decrease on 25 Dec '22 vs '21 ⬇️26% decrease in 1-26 Dec '22 period vs '21 ⬆️31% INCREASE in 1 Jan-26 Dec '22 period vs '21 (thanks to more downloads throughout the year!) 😯 1/
@GioKinto
George Jijiashvili
3 years
Normal people: "I wonder what I'll get for Christmas?" Me: "I wonder how many people will get a Quest 2 VR headset for Christmas?" 🤔
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@davidderaedt
David Deraedt
3 years
100% agreed - many assumptions inherited from screen-based apps simply don’t apply in VR/AR.
@_rygo6
rygo6
3 years
This is a great VRC tech demo, but it's also showing something many of those outside of VR miss, that being, Interactivity > Visual Fidelity. That, yes, a single interactive cartoony piece of cloth will run miles in engagement around infinite, static, photorealism...
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@davidderaedt
David Deraedt
3 years
To be clear this isn't a VR drawing app - like the excellent @VermillionVR - my app lets you draw / paint in real life by placing a PNG in AR using the #Quest2 Passthrough
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@davidderaedt
David Deraedt
3 years
Still one of the best hand tracking UX I've seen so far
@CubismVR
Cubism
3 years
A puzzle a day keeps the doctor away 🍎 #MetaQuest #AR #HandTracking #madewithunity
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@davidderaedt
David Deraedt
3 years
I would agree - based on my experience, comfort (or lack thereof) is VR’s #1 source of friction and has been largely underestimated
@cixliv
CIX 🦾
3 years
Meta please make your headsets more comfortable. Stop making a bunch of hypothetical use-cases if it hurts to keep it on. I would use my headset 2-3x longer (even with current content) if it wasn't so uncomfortable.
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@davidderaedt
David Deraedt
3 years
Those ai-enhanced rendering techniques are making *very* rapid progress. Wouldn’t be surprised for this to soon become mainstream.
@CoffeeVectors
CoffeeVectors
3 years
Used #stablediffusion2 #depth2img model to render a more photoreal layer ontop of a walking animation I made in #UnrealEngine5 with #realtime clothing and hair on a #daz model. Breakdown thread 1/6 @UnrealEngine @daz3d #aiart #MachineLearning #aiartcommunity #aiartprocess #aiia
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@davidderaedt
David Deraedt
3 years
To say this raises the bar for Math & dev videos would be an understatement. This is a must watch, even if you’re not a game dev or creative coder.
@FreyaHolmer
Freya Holmér
3 years
The Continuity of Splines is now on YouTube!! it has been a year in the making, goodness ;-;🎉 I hope you'll like it ❤ ❱ https://t.co/Xa6L3stY99
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@FreyaHolmer
Freya Holmér
3 years
The Continuity of Splines is now on YouTube!! it has been a year in the making, goodness ;-;🎉 I hope you'll like it ❤ ❱ https://t.co/Xa6L3stY99
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@davidderaedt
David Deraedt
3 years
Truly exciting
@Scobleizer
Robert Scoble
3 years
We will be able to walk around history when we get our augmented reality devices.
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@graycrawford
gray ❄️🫧
3 years
fully generative XR OSs have SO much potential! entire environments, our approach to space, material, scale, context… I’ve been loving using image prompts in Midjourney v4 — critical to specify what words alone cannot (and the text prompt couldn’t even fit in here) 🧵:
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@davidderaedt
David Deraedt
3 years
I just published the @Steam page for my next #indiegame, Evil Tactics - a turn-based strategy game inspired by @subsetgames Into the Breach, @RedHookStudios #darkestdungeon, and more. Please wishlist and DM me if you want to join the private beta! https://t.co/4mLdLG3irc
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@davidderaedt
David Deraedt
3 years
I was already super impressed by chatGPT since it helped me rewrite my build system last weekend. Today I took it to the next level by building a not so trivial prototype, frontend+backend, and it completely blew my mind. The while thing took like 10 minutes 🤯
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