Anonymous No.261845375 Replies: >>261845696 >>261846207 >>261846934 >>261848952 >>261865907 >>261882253 >>261898570
To people who don't know, the CCO of VRChat, Ron Millar DESIGNED WARCRAFT, STARCRAFT, and Black and White 2... I'm sure they know each other well. Graham Gaylor, the Co-Founder of vrchat, has a similarly impressive CV and really knows his stuff. Jesse Joudrey worked at a team published by Capcom over a decade ago, and that's just 3 of them. So, to everyone, please, don't make assumptions about the underpinnings of vrchat's systems just because 90% of the CONTENT, which vrchat don't quality control, is super scuffed and made by literal highschoolers in the vast majority of cases. There are tons of other developers working on VRChat. It's a fascinating bit of software that seems to polarize a lot of people, much like second life did. Unfortunately, unless you work in software like me, the perspective of what is going on behind the scenes is really, really skewed. The only people the community interacts with are community managers. They do a great job, honestly, I never hear any complaints about them, just happy memes.
Much of what makes vrchat seem "amateur hour" is because it literally is being made by everyday people, who dink with Unity and 3d as a hobby, and former MikuMikuDance enthusiasts and fringe 3d modelling refugees like me.In it's underpinnings, in my opinion, it does "vr virtual world" better than multi-million dollar corps like SecondLife/Sansar do with less overall bugs, system requirements, and a much easier barrier to entry and content creation. It supports more headsets and accessories than anyone else, like full body tracking, and did so before everyone else did going on 5 years ago, and has one of the highest persistent user bases of any game on steam, period. It also allows far more than other virtual worlds do. The freedom is astounding.
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