Please expose AsyncGPUReadback
complete
cnlohr
There are a lot of situations where it may make sense (or even be required) to do a GPU readback. As it stands any GPU readback seems to incur massive costs in varying situations. But, by having even some subset of the AsyncGPUReadback.Request function would be a huge boon. Even if there is no actual callback, VRChat could just set a flag that could be read in Udon. It would be possible to request on one frame and read on the next.
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Fax
complete
Thank you for your request! We implemented this last year.
Please let us know if you enjoy it! (:
llealloo
FROM BES
llealloo
Thank you so much for implementing this! Huge thanks to Xiexe, Fax, and the whole team who helped get this going for all of us <3 <3 <3
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lightbulb4
being able to performantly read audiolink data in udon would help performance in existing worlds that do this, as well as greatly lower the barrier to entry to performantly do new audio reactive stuff - which is currently limited to shaders
llealloo
This would be so awesome in so many ways. I really hope this happens
Netcat~
Pretty please
llealloo
Pretty please with a cherry on top, this would be so sweet!
cnlohr
As a comment, it would be very helpful if there was just a proxy function for this, where, instead of calling a callback on data read, it simply sets a flag indicating that the data had been read back.
llealloo
Still want this mega! Such amazing possibilities
cnlohr
To articulate. I really want this to:
* Make AudioLink with extra Udon effects fast.
* Be able to write a space wave shooter bullet hell where the GPU can get game logic back to Udon.
* Make a basket ball hoop for my ball pit which keeps track for any time any player gets a ball in the hoop.
fuopyǃ
This will help so much! Right now I keep a disabled-by-default toggle in my world because the game noticeably stutters if I do my readback.
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