XaiJu
comeclosergame
comeclosergame

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ComeCloser 0.8 update, tightly!

"I've spent the week unhooking a bra..." - ComeCloser dev

Watch the video (Redgifs) 

In this update, you will enjoy both new content and new tech. First, the pacific beach now has a cosy lounge to chill in, and Lalago got a new sex spot and no less than eight new poses! Second, we have enhanced our cloth technology to allow taking off tight clothes... have you ever seen that in a video game?!

You can now pinch the cloth to pull them by using the trigger. This new little feature required that we moved the narrator to the primary thumb button, so if you are using a custom binding, we strongly recommend that you reset to the default binding after getting the update.

Finally, thanks to our community, we have been able to tackle down the AMD GPU crashes due to the cloth simulation!

We hope you have fun with this one! A new poll will come in a few days, but have already started to work on a new character...

What's new:

Bug fixes:

Known issues:

ComeCloser 0.8 update, tightly!

Comments

We need support for vive trackers, we need both hands for other things!

Red

The quality settings are stored in a file in the root folder of the game. You can keep from a version to another of you wish. As for the progression and bindings, they are stored elsewhere and should not be replaced most of the time. It may happen that old data is replaced anyway because of backward incompatibility. Are you talking about something else?

Ben Dum

Far be it for me to complain, but each time i load a new version I loose the basic setup with the add ons. What am I doing wrong ?

keyscience

We do not plan to support them because they are very rare and tend to disappear. But we also admit it could be sweet to be able to use them and we may spend some time on this if more people ask for it.

Ben Dum

Is there any support or plans for VIVE Trackers?

Alex Rudyard

This is an interesting question. Here is some information to feed your curiosity ^^ A CPU is not capable of doing more "complicated" computations than a GPU, they have the same arithmetic capabilities. But a CPU is designed to make computations with a lot of consecutive steps, while a GPU is design to make computations with a lot of small, independent steps. The programming tools used are therefore very different and it is way easier to program a long, complex, linear computation on a CPU, and a highly parallelized computation on a GPU. Ultimately, you can program a GPU to do a single very long computation but it would not be faster than a CPU. You could also ask a CPU to make multiple small computations at the same time by using threading, but it could only make a handfull of them at the same time. Now, physics is known to be a complex computation and it is. Having a realistic gravity, drag, bouncing, energy restitution and friction require a lot of mathematics. These engines are usually made for CPUs for multiple reasons: - hard to parallelize -> there are a lot of computations done on a reasonable number of objects, - hard to code -> such complicated code is easier to make on CPU programming langages, - time consistent -> a physic simulation must run at a fixed time step to remain realistic, while GPU have often a lot to do and variable frame rates. But hair, cloth, fluids, deformable bodies... are a hassle. The physic simulation of these things are very difficult to make in realtime because the number of moving part is way more important. In ComeCloser, Lalago hair has half a million particles and Vanessa shirt, ten thousands nodes. each of these must be simulated each frame. To find a good shape, a solver compute all theses particles ten times each frame and that includes collisions with hundreds of objects. Due to the high number of particles, mostly independent one another, this computations can be parallelized and therefore given to the GPU. As a comparison, a CPU would take several minutes to compute a single physic tick. That said, the physics are also highly simplified and you don't have the same fancy friction, bouncing or drag on all these particules than PhysX is doing on other objects of the scene. The cloth and hair physics is a good approximation, at best ^^

Ben Dum

From what you guys said before, it seems that the GPU is doing the cloth and hair simulation. When GPUs are good at doing simple calculations millions and billions of times, but on the other hand CPUs are better at doing complicated calculations and are more suited to simulations than GPUs are. Did you try making the cloth/hair simulation work on the CPU since they are more suited to complicated calculations like cloth sim. Please let me know, I'm just curious. Again, I'm not an expert in programming, I'm just trying to understand.

Quest version features no cloth for the moment indeed. The characters already have a lot of automations. What do you have in mind specifically?

Ben Dum

There are still no clothes for Quest? Also, when will there be some automation to the girls actions

Mr. ROseBot

It only works for the new clothes and won't be generalized. Each cloth is setup specifically due to a lot of technical limitations

Ben Dum

I like the idea of each character being different - but with only two characters so far I would like to be able to swap the existing two between their locations so much more is possible with each

erq

Can you pull Vanessa’s top down or does that only work in a few positions? It seems like it’s stuck. Thanks for getting this working on AMD - the cloth looks great

erq

Indeed we have changed the illumination of dynamic objects and it still needs some work. Thank you for your feedback!

Ben Dum

I believe the saturation of the first girl on the left is way too high. I'm using SteamVr and when I'm inside she's glowing like a lamp. Other than that, I love this new update. Can't wait to see what comes next. Keep it up

RandomAccount38

On Quest or PCVR?

Ben Dum

On v0.8 it’s almost impossible to get the smooth penetrator to go into the anus

hey


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