Steam 2015 record: 8.5 million concurrent customers
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by Trilo Byte
7 hours ago

If you rig your character up as a standard SineSpace avatar and getting it working properly, then any clothing purchased (or that you make) in SineSpace should just work properly (if not, file a bug report). If you're rigging up your Daz3D content as a costume replacement (also known as a bypass avatar, since it bypasses the entire avatar, clothing, and attachment system), then you're on your own.

by ariana pham
8 hours ago

play game happy wheels

by Kaji
13 hours ago

Nice article. I would love to know if there is any cloth rigging tutorial or tool/plugin that could solve the typical mesh bleeding issue. For reference, I have issues with getting custom or bought clothes on a custom animated Daz3D Character in Unity. So far, the character looks good and work. The clothes fit in T-Position but once the animation starts, the vertices from the character bleeds through certain parts again and again. I've looked into the bones skin-weights but was not able to see anything to improve there. the problem grows once certain body-morphs alter the character (giving him more weight or muscles)

Steam 2015 record: 8.5 million concurrent customers
6 January, 2015
News

Seems like Steam broke its CCU record on January 1, 2015. According to the company’s stats page there were about than 8.5 million concurrent users in the store on the first day of the year. This is pretty impressive but there’s not much of a surprise. The dynamics of Steam’s growth is incredible, so we’re expecting to see more users coming to the shop (especially during sales).

The peak of CCU this year was about 8,466,441 concurrent users. Last year Steam set another record: 8 million concurrent users. This happened on June 29, 2014, during the Summer Sale. On December 2013 Steam gathered over 7.5 million people.

Steam continues to be the dominant distribution platform for digital games. This huge shop with millions of users worldwide has yet to live up to its full potential. There’s still the problem of discoverability and lack of quality control, but Valve will definitely fix it later. At least we hope so.

via Polygon

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[…] number has slightly increased since January, which was when the company registered the number of concurrent users to 8.4 million […]

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[…] Steam right now is the best (or the only) way to distribute your games. It’s cheaper to make games for PC and it’s much easier to market and sell the platform. Microsoft has its own app-store for Windows 8, but it fails in comparison with the distribution platform from Valve. […]