NokiMo
xvasynth
xvasynth

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1 year anniversary of v1.0 | xVASynth on Steam!

Well, it's now been an entire year since I first posted the initial full release of the app, on 11th Jan  2021!

Things have come a long way for xVASynth, from its early days in 2018 (YouTube showcase of v0.1). Since this time last year, we've reached:

The app has had a bunch of changes and new features added, including:


Alongside all this, I've optimized the crap out of the training scripts, and began incorporating it into a companion app, xVATrainer, which currently has the following:

But more importantly, I am currently working on the training menu for xVATrainer, which given a dataset fully processed with some/all the above tools, can train up models for you. This bit is quite an undertaking of work, but it is coming!

(the above contains test data, apart from the system resources graphs)


xVASynth on Steam

So let's get to that headline link. I've been mentioning for ages that I'm working on a better way to distribute the app and models, since even before the v2 release. That thing is xVASynth being listed on Steam! This has been an insanely slow process, that I started in September (!), with lots of back-and-forth with Valve, over whether they can legally do it, with lots of U-turn decisions, and convincing.

There are actually a lot of benefits to also hosting the app on Steam (it's not going away from the Nexus):

There's actually a lot more work that needs doing for the workshop integration, and I am still waiting for the final go-ahead for the Steam release - subject to some small tweaks I've already made around me having even mentioned that I have a Patreon, in the app 🙄. The upload process will likely go in xVATrainer anyway.

You can already search for it (and a few people are already using it), but due to Steam's rules, I have to leave it in for a minimum of 2 weeks from posting as "Coming soon" before I can actually make it publicly downloadable to everyone. So perhaps the current release date will change to 2 weeks later, when they reply, and if they're not fussy about any more details.

On that note, Steam made sure to stress to me to let people know about the release, so they add it to their wishlist - apparently this is something they use for their algorithms.

The last quirk to mention around this is that I couldn't include the asset files (the game art) into the build, so the app will download with no images in there. Everything still works the same, but just without the images, as is. We'll see if they have a problem with this, but I've hosted the images on a google drive folder here which I will add to, as game support expands. There's a link in the app to this, which you'll have to go to and download the images from and manually place them in the ./resources/app/assets folder yourself, as a one-time installation thing.


Future plans

Right now, my main priority is getting xVATrainer finished, so that people can train their own voice models. Of course, things will significantly change once this happens, and I will most likely be free to switch to mainly just a research/development role - though I will of course continue to also train voices.

The discord server/channels design will have to adapt to that, as it becomes much more decentralized/community driven. I have some plans for new stuff to add to it too, which should be fun, once I upgrade my raspberry pi server to something more capable.

Speaking of the research/development stuff, I've actually also made some great progress with v3 models (which I also had to prioritize, for non-xVASynth related reasons), which I'm very excited about. I will post updates on this when I'm closer to the final design/feature spec.

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All-in-all, thank you for the insane support over the last year - I never expected this tool to get used as much as it has been so far! I really appreciate all the messages, the support here, the funny videos, the mods, and the community we've built.

Now let's see what the following year brings...

1 year anniversary of v1.0 | xVASynth on Steam!

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