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Progress on new desktop mode (partially usable), February Community Highlights

Hello everyone, I hope your week went well!

We have some exciting  progress to share on the development of our proper desktop mode. Thanks  to several additions it has reached its first usable state for VR users  for dynamic switching. There's still lots of work to do to bring it to  feature parity and allow to use it without needing VR headset in the  first place, but it's an important step forward.

If you're in VR,  you can currently press the F8 key (this will likely change in the  future) to dynamically toggle to the new desktop mode and back. The dash  will now be projected directly onto your screen and usable with your  mouse cursor, as you would any other application, allowing you to  message people, open worlds, join sessions and change settings.

In  the settings you will also find new option "Select Audio Output  Device", which lets you override which audio device is used for  playback. Along with the audio input device and your volume settings,  Neos will remember your settings separately for VR and desktop mode,  automatically switching them as you toggle between the modes, making the  whole process effortless.

Thanks to the new input binding system  we've also added gamepad support, allowing you to move and use avatar  anchors (e.g. vehicles) with it, whether you're in VR or Desktop.  There's a lot more to come as we continue building out more interaction  systems and bring in more hardware.

Since it's the end of the  month, we have also devoted our Friday livestream to showcasing some of  the amazing community highlights from February, including some awesome  games that you have created! If you missed it, check out the video  below!

Community Highlights

February Community showcase livestream

As  is the tradition at the end of the month, we have devoted out most  recent Friday livestream to showcasing many of the amazing community  creations made this month. We check out many cool interactive items as  well as some amazing worlds and fun games! If you missed the stream, you  can check out the recording here:

https://youtu.be/megYmZHNd1M

Tamasobi by mohu yan, kinoko_b, Aetoriz

This  map is quite explosive, literally! A really fun team based competition  where you as the user need to take a glowly ball of power and throw it  into the other teams goal! Be careful though, the other team can steal  the ball and have it hit the roof or ground and reset it. For those  wondering how the game plays.It feels a bit like Battle discs but also a  little bit like Echo Arena. Give it a try and let the creators know!  Thanks mohu_yan, kinoko_b and Aetoriz for the fun map!  

Abandoned Factory Hall by YumYum

An  eerie quiet map, with a nice sense of aesthetic. Inside the factory  you’ll find a place left to the wild, contemplating what used to be  here, or what was made. Outside you’ll find there’s more to the complex  as it seems you are surrounded by more abandonment. Overgrown roads and  walls surround making you think even more how did you get here? Thanks  YumYum for the map!

Slime Springs by Gearbell

You  enter the cave and experience a particular aroma swelling your senses.  Is it Rotten Eggs? Is it Sweaty Sport Socks? Maybe some sort of  chemical. Little do you know you’ve found the hangout of the slime  people. Of all shapes, sizes, and concoations, those of the slime  variety come here to hang, jiggle, wiggle, and bounce with other slimes.  Be careful though! I’ve heard tales of travelers entering the slime  pools not returning quite the same as they were. Feel less solid as you  say. Thanks for the map Gearbell! Also, welcome fellow slimes! I hope  you feel at home.

Moment in the Week

Now  while creations, maps, tools, and toys get featured on here I wanted to  take a moment to feature some of the more special moments of the  community. Sometimes they aren’t always being recorded, or being clipped  for many to see. Yet, In the process of making his very cursed  Teletubbies inspired map. ProbablePrime has somehow managed to get all  of us to watch teletubbies for 30 minutes, including “Banned” episodes.  As this happened everyone kept adding to the cursed nature of the  project, and more hilarity ensued. Thanks ProbablePrime, and thanks  everyone who came by to bask and add to the eldritch horror. Only on  Neos eh?

First usable version of Desktop Mode

Our  official desktop mode has gotten some crucial additions this week that  have pushed it closer to a usable state. While we still don’t recommend  it as the main way of playing yet (in part because you can’t properly  use it without VR yet), it’s getting closer and already offers a way for  VR users to switch to desktop for a bit to be able to socialize.

Screen projected dash

One  of the important additions was ability to the dash to be rendered as  screen overlay, rather than a curved object in-world. Alongside adding a  mechanism for pointer interactions (mouse cursor and touch screens),  this has made the dash UI usable as traditional desktop UI, allowing you  to search and open worlds, join sessions, interact with the contacts  system (including sending/receiving messages), interact with UI and also  importantly your settings.

While in-world interactions aren’t  implemented yet, apart from being able to walk, run and jump, this lets  you move around the environments and socialize for the time being when  you jump out of your VR headset. Simply press the F8 key to switch from  VR to desktop controls and back.

https://youtu.be/gc7ccRJsAUg

Once interactions are implemented and the system has feature parity of the legacy debugging desktop
mode, we’ll remove the old one and make this one the new default for both users with and without VR.

Audio Output Override

If  you’re using different audio output for VR and for desktop, this new  addition will be very useful to you. Instead of having to manually  switch your audio output every time you toggle between VR and screen,  simply go to Settings and use the new “Select Audio Output Device”  option to change which audio output device to use.

Along with the  audio input, noise gate and master volume, Neos will remember those  settings for both Desktop and VR mode, automatically switching them for  you as you toggle between the two modes.

https://youtu.be/2OsBAC5zJkY

This way you don’t ever have to change your audio settings and you can effortlessly jump between desktop and VR as you play.

Gamepad support

Thanks  to our new internal input binding system, we have already added support  for gamepads to Neos! You can now use standard gamepads to move around  and use avatar anchor inputs, even while in VR!

As we add more  interactions to the desktop mode you’ll be able to use tools, build and  do everything else that you can do while in VR. We plan to add more  different input devices as we go as well and provide ways to expose  those to LogiX for scripting.

There’s still lots to do, but we  hope that even the in-development versions provide you with some good  benefits as we continue to add more functionality, fix bugs and bring  the desktop closer to feature parity with VR.

Making textures tileable, avatar expression improvements and more

Alongside  the desktop mode we have added a bunch of other smaller features,  tweaks and bug fixes as usual. Those include some new processing options  for textures, which let you easily make any texture tileable (though  quality will heavily depend on the type of the texture) or replace  transparency with white or black color.

https://youtu.be/YXzPuJETRDs

We have also made numerous improvements to Neos’ support for facial  tracking, greatly expanding the list of supported expressions on  AvatarExpressionDriver and adding heuristics for automatically assigning  expressions from blendshapes.

Based on the report from the  community we have also improved the security of the local assets, making  it harder to get unauthorized access to locally stored data. If you’d  like to see all the changes and improvements over the past week, check  out the patch notes on Steam or on our official Discord.

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Anyway  this is all for this week! We're excited as the pieces of the new  desktop mode are falling in places. Now the major missing piece is the  interaction system, which will allow you to click and grab items,  interact with menus and use tools, weapons and other interactive  elements. With those you'll be able to do everything you can in the  legacy debugging desktop mode and we'll be able to make a swap.

It's  a pretty big system on itself, our next goal is having a base version  of it working and then adding more polish to all parts, making things  easier to use, look better, removing jank and bugs. If you'd like to see  the latest developments, check out our #devlog channel on our official  Discord.

And as usual, big thanks to your support! Without it we  wouldn't be able to grow this platform and keep going. See you next  week!


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