Ecoer Logo
VOTING POWER100.00%
DOWNVOTE POWER100.00%
RESOURCE CREDITS100.00%
REPUTATION PROGRESS0.00%
Net Worth
0.000USD
STEEM
0.001STEEM
SBD
0.000SBD
Effective Power
3.361SP
├── Own SP
0.000SP
└── Incoming Deleg
+3.361SP

Detailed Balance

STEEM
balance
0.001STEEM
market_balance
0.000STEEM
savings_balance
0.000STEEM
reward_steem_balance
0.000STEEM
STEEM POWER
Own SP
0.000SP
Delegated Out
0.000SP
Delegation In
3.361SP
Effective Power
3.361SP
Reward SP (pending)
0.000SP
SBD
sbd_balance
0.000SBD
sbd_conversions
0.000SBD
sbd_market_balance
0.000SBD
savings_sbd_balance
0.000SBD
reward_sbd_balance
0.000SBD
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  "conversions": []
}

Account Info

namesourcebyte
id1471889
rank1,203,999
reputation258817655
created2021-02-02T13:13:21
recovery_accountsteem
proxyNone
post_count5
comment_count0
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witnesses_voted_for0
last_post2021-02-18T12:27:51
last_root_post2021-02-18T12:27:51
last_vote_time2021-02-18T12:28:09
proxied_vsf_votes0, 0, 0, 0
can_vote1
voting_power0
delayed_votes0
balance0.001 STEEM
savings_balance0.000 STEEM
sbd_balance0.000 SBD
savings_sbd_balance0.000 SBD
vesting_shares0.000000 VESTS
delegated_vesting_shares0.000000 VESTS
received_vesting_shares5472.996220 VESTS
reward_vesting_balance0.000000 VESTS
vesting_balance0.000 STEEM
vesting_withdraw_rate0.000000 VESTS
next_vesting_withdrawal1969-12-31T23:59:59
withdrawn0
to_withdraw0
withdraw_routes0
savings_withdraw_requests0
last_account_recovery1970-01-01T00:00:00
reset_accountnull
last_owner_update1970-01-01T00:00:00
last_account_update2021-02-02T20:04:24
minedNo
sbd_seconds0
sbd_last_interest_payment1970-01-01T00:00:00
savings_sbd_last_interest_payment1970-01-01T00:00:00
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  "mined": false,
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Withdraw Routes

IncomingOutgoing
Empty
Empty
{
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  "outgoing": []
}
From Date
To Date
steemdelegated 3.361 SP to @sourcebyte
2026/01/24 01:21:00
delegatorsteem
delegateesourcebyte
vesting shares5472.996220 VESTS
Transaction InfoBlock #102872831/Trx 687b6447694e134935c965d3ba76673c978b01ab
View Raw JSON Data
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steemdelegated 3.462 SP to @sourcebyte
2024/12/17 20:30:39
delegatorsteem
delegateesourcebyte
vesting shares5637.215417 VESTS
Transaction InfoBlock #91319040/Trx 219a767671cb7a3c09dbca8b02ff686a09283a05
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steemdelegated 3.566 SP to @sourcebyte
2023/11/14 12:11:06
delegatorsteem
delegateesourcebyte
vesting shares5806.348949 VESTS
Transaction InfoBlock #79873171/Trx 658bdc2ce65547b7d692f458079e6358cc43e85a
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steemdelegated 5.369 SP to @sourcebyte
2023/09/22 10:58:09
delegatorsteem
delegateesourcebyte
vesting shares8743.257735 VESTS
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steemdelegated 5.506 SP to @sourcebyte
2022/11/03 18:21:18
delegatorsteem
delegateesourcebyte
vesting shares8965.309173 VESTS
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steemdelegated 5.655 SP to @sourcebyte
2021/12/19 18:33:12
delegatorsteem
delegateesourcebyte
vesting shares9209.045734 VESTS
Transaction InfoBlock #59987960/Trx 08d0131b3af2043c552fdff8e87793192d957524
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steemdelegated 5.768 SP to @sourcebyte
2021/05/20 13:39:30
delegatorsteem
delegateesourcebyte
vesting shares9393.281611 VESTS
Transaction InfoBlock #53908351/Trx 4e2a4ad3bfc839b6b8d372d64c850ee637902864
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steemdelegated 17.385 SP to @sourcebyte
2021/04/06 09:30:51
delegatorsteem
delegateesourcebyte
vesting shares28310.289476 VESTS
Transaction InfoBlock #52647971/Trx a611ba4480e8b4a672b9104007af0210aa6f4774
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2021/02/20 13:01:48
parent authorsourcebyte
parent permlinkfeatures-of-vr-development-part-2-game-design
authorwallitor
permlinkqotw70
title
bodyVR is truly a completely new approach to gaming that takes its users to the next level. I don’t know what can transfer the player’s world of the game just as truthfully. Here are 5 хBenefits of Virtual Realityъ(https://fsstudio.com/5-benefits-of-virtual-reality/). Speaking about the development and design of this direction, I would be interested to know your opinion on this matter.
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2021/02/18 18:58:54
voterresikom
authorsourcebyte
permlinkfeatures-of-vr-development-part-3-creating-graphics-for-vr-games
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sourcebyteremoved vote from (0.00%) @ichiban / varonis-systems-inc-vrns
2021/02/18 12:28:09
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2021/02/18 12:28:03
votersourcebyte
authorichiban
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2021/02/18 12:27:51
parent author
parent permlinkvr
authorsourcebyte
permlinkfeatures-of-vr-development-part-3-creating-graphics-for-vr-games
titleFeatures of VR development. Part 3 — Creating Graphics for VR Games
bodyIn the previous parts, we wrote about how to get started developing a game in VR, and how game designers work when creating games in VR. In this article, we will touch on the topic of creating graphics for VR. We're building on the experience we've gained from the upcoming [Playground VR](https://store.steampowered.com/app/1504100/Playground_VR/) game on Steam (subtle hint at wishlists). The visual and the feel it creates play a key role in these kinds of games, as the player is the most "part" of the game world. Therefore, it is important to approach the creation of models and the interface in such a way that they do not cause hostility, but complement each other and fulfill their main function - they are the guides of the user in the game. # The variety of environments When creating models for VR, the emphasis is on geometry, not textures. This is necessary so that the player can, if desired, interact with the object from different angles. You need to plan the look and feel of your models in advance so that they can be reused and combined with other resources. This will greatly simplify development and optimize the game (more on that later). ![image.png](https://cdn.steemitimages.com/DQmc2uW986XZgvrhYvocdr26hKCMjSR1Kw5qX3kXCk24DWs/image.png) When creating a staircase, it makes no sense to impose a unique texture on each step and make unique geometry for it, it's easier to unify them. # Simplification Interaction is a key element of immersion in VR. For smaller games, the investment of team resources in animation, sound and environment interactivity will be more significant. Therefore, graphics simplification is a great solution for virtual reality. Many games resort to this solution, Job Simulator, Toybox and [Playground VR](https://store.steampowered.com/app/1504100/Playground_VR/) use simple geometry, but convey the main essence of VR games — high interactivity. ![VR4.gif](https://cdn.steemitimages.com/DQmWQmTt1B2zHm1HbYezFU1sojpMqKPhUscZc3wnfHcQAH7/VR4.gif) In Playground VR, we relied on a large number of elements with which the player could interact, challenge their agility and reaction. Another advantage of simplifying graphics is the ability to achieve high performance, which is very important for VR gaming. # Performance When creating VR games, special attention must be paid to the interaction of hardware and software. In particular, one of the key goals is rendering from 90 frames per second for each eye. In this regard, both game code and models and effects must be optimized. One way to maintain a high frame rate is to create Levels of detail (LOD). Thus, models that are far from the player should lose the number of polygons, since the details become poorly distinguishable. Models with different levels of detail can be created independently or you can entrust this work to automatic polygon reduction systems. ![image.png](https://cdn.steemitimages.com/DQma7vD6mvyXGGKfWRtc3cope1bc6VC37YvXUjowozSSTJW/image.png) An example of automatic optimization - some parts are lost. For particularly important objects, it is better to set the settings manually. Both Unity and Unreal Engine have built-in precision performance monitoring tools. Such tests must be performed regularly, since testing is an important part of the development of VR projects and from a performance point of view, in the next parts we will talk about it in more detail. ![image.png](https://cdn.steemitimages.com/DQmQicsW4aafDAcitts5Wt2rSRxHRVQy7ePvrDAMhx5jEm5/image.png) Unity 3D Profiler - a tool that provides information about game performance We hope you find these tips helpful as you create and optimize graphics for VR. In the next part we will tell you more about the organization of the development of a VR project. What do you think is most important when creating graphics? Share your opinion in the comments, let's discuss. Don't forget to wishlist [Playground VR](https://store.steampowered.com/app/1504100/Playground_VR/) and if you have ideas or your own game, and you are looking for a publisher, [write to us](https://source-byte.com/submit-your-game/). #VR #GamedevGame #Development #Indiedev #Gaming #Games #GameDesign #Indie #Unity #IndieGame #Dev #Programming
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      "body": "In the previous parts, we wrote about how to get started developing a game in VR, and how game designers work when creating games in VR. In this article, we will touch on the topic of creating graphics for VR.\n\nWe're building on the experience we've gained from the upcoming [Playground VR](https://store.steampowered.com/app/1504100/Playground_VR/) game on Steam (subtle hint at wishlists).\n\nThe visual and the feel it creates play a key role in these kinds of games, as the player is the most \"part\" of the game world. Therefore, it is important to approach the creation of models and the interface in such a way that they do not cause hostility, but complement each other and fulfill their main function - they are the guides of the user in the game.\n\n# The variety of environments\n\nWhen creating models for VR, the emphasis is on geometry, not textures. This is necessary so that the player can, if desired, interact with the object from different angles.\n\nYou need to plan the look and feel of your models in advance so that they can be reused and combined with other resources. This will greatly simplify development and optimize the game (more on that later).\n\n![image.png](https://cdn.steemitimages.com/DQmc2uW986XZgvrhYvocdr26hKCMjSR1Kw5qX3kXCk24DWs/image.png)\nWhen creating a staircase, it makes no sense to impose a unique texture on each step and make unique geometry for it, it's easier to unify them.\n\n# Simplification\n\nInteraction is a key element of immersion in VR. For smaller games, the investment of team resources in animation, sound and environment interactivity will be more significant.\n\nTherefore, graphics simplification is a great solution for virtual reality. Many games resort to this solution, Job Simulator, Toybox and [Playground VR](https://store.steampowered.com/app/1504100/Playground_VR/) use simple geometry, but convey the main essence of VR games — high interactivity.\n\n![VR4.gif](https://cdn.steemitimages.com/DQmWQmTt1B2zHm1HbYezFU1sojpMqKPhUscZc3wnfHcQAH7/VR4.gif)\nIn Playground VR, we relied on a large number of elements with which the player could interact, challenge their agility and reaction.\n\nAnother advantage of simplifying graphics is the ability to achieve high performance, which is very important for VR gaming.\n\n# Performance\nWhen creating VR games, special attention must be paid to the interaction of hardware and software. In particular, one of the key goals is rendering from 90 frames per second for each eye.\n\nIn this regard, both game code and models and effects must be optimized. One way to maintain a high frame rate is to create Levels of detail (LOD). Thus, models that are far from the player should lose the number of polygons, since the details become poorly distinguishable.\n\nModels with different levels of detail can be created independently or you can entrust this work to automatic polygon reduction systems.\n\n\n![image.png](https://cdn.steemitimages.com/DQma7vD6mvyXGGKfWRtc3cope1bc6VC37YvXUjowozSSTJW/image.png)\nAn example of automatic optimization - some parts are lost. For particularly important objects, it is better to set the settings manually.\n\nBoth Unity and Unreal Engine have built-in precision performance monitoring tools. Such tests must be performed regularly, since testing is an important part of the development of VR projects and from a performance point of view, in the next parts we will talk about it in more detail.\n\n![image.png](https://cdn.steemitimages.com/DQmQicsW4aafDAcitts5Wt2rSRxHRVQy7ePvrDAMhx5jEm5/image.png)\nUnity 3D Profiler - a tool that provides information about game performance\n\nWe hope you find these tips helpful as you create and optimize graphics for VR. In the next part we will tell you more about the organization of the development of a VR project.\n\nWhat do you think is most important when creating graphics? Share your opinion in the comments, let's discuss.\n\nDon't forget to wishlist [Playground VR](https://store.steampowered.com/app/1504100/Playground_VR/) and if you have ideas or your own game, and you are looking for a publisher, [write to us](https://source-byte.com/submit-your-game/).\n\n#VR #GamedevGame #Development #Indiedev #Gaming #Games #GameDesign #Indie #Unity #IndieGame #Dev #Programming",
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2021/02/10 13:30:39
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bodyHello, guys waiting for your comments!
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2021/02/10 13:30:09
parent author
parent permlinkvr
authorsourcebyte
permlinkfeatures-of-vr-development-part-2-game-design
titleFeatures of VR development. Part 2 — Game design
bodyFrom the game design point of viev, virtual reality is a sea of ​​unique possibilities. The paths of player interaction with the game aren't yet fully fixed in VR games, so every developer is to some extent an inventor. But this is also the main problem of VR - the game is easy to "break" and spoil the player's experience with the wrong approach. In this post, we will share our own experience of developing a game in virtual reality and talk about the observations gained during the development of the [Playground VR](https://store.steampowered.com/app/1504100/Playground_VR/) sandbox game. # Sizes and details Stylization, proportions of objects and characters of the game differ depending on the genre. For example, sometric and third-person games have perspective and proportional distortions, it's is necessary in order to express functionality through visuals. In games where the camera is located at a distance from objects of interaction, emphasis on corners, enlargement of texture patterns, increase in contrast, etc. are used to indicate the boundaries of geometry. In first-person games, the proportions shouldn't have significant distortion, as this will significantly affect the overall sense of immersion, although a certain degree of stylization is allowed. In VR, the player will definitely want to look under the bench and twist the weapon from all sides, so attention must be paid to all sides of the object. In the case, interactive objects sizes should clearly correlate with the size of the player's hands, as in VR it's often the only manipulator. ![Без имени-2.png](https://cdn.steemitimages.com/DQmSRJzLBqJ1FXWH8w4ttnupPYTVqAzc81zxLkMAEGaniNr/%D0%91%D0%B5%D0%B7%20%D0%B8%D0%BC%D0%B5%D0%BD%D0%B8-2.png) # Interface The user interface in virtual reality should be as immersive as possible, it should be part of the game world without destroying the immersion. There is no corner of the screen in VR on which you can place menus or other UI elements, so blocking any area of player interaction with the world can be disorienting. In [Playground VR](https://store.steampowered.com/app/1504100/Playground_VR/), the interface integrated into the game environment. So interactive objects have a small circle-shaped designation so that the player understands that it can be taken. ![image.png](https://cdn.steemitimages.com/DQmb9tm4a46YKDkqFMLzNbn57bTQjyimTFjqhQVQaus2Zf2/image.png) # Safety and motion sickness Motion sickness for virtual reality video games is actually one of their biggest problem areas. It is necessary not only to correlate movement with moving objects, but also to create the illusion of moving objects or a character (a simple example is the movement of a train that you see from the window of a stationary one). If you're working with a VR platform, take advantage of the player's physical movement with external cameras, motion sickness will also be a problem. Often this problem is solved by the platforming the player or creating objects that represent the fixation of the player. Another challenge facing game designers is designing a play space based on the size of the real thing. It is especially acute in open world games. In [Playground VR](https://store.steampowered.com/app/1504100/Playground_VR/), we made "points of interest", the player moves between them using vehicles, trampolines or hand rockets. This approach avoids injury and equipment damage. ![VR3.gif](https://cdn.steemitimages.com/DQmWS2NP3uxCE464myKyQcpQFrRSKRy89xEKvS5Uz1Pj2nE/VR3.gif) # Dynamics and control The main goal of a player who buys VR equipment is to get a unique experience of increased involvement through the use of their own body in the game. Satisfying the demand is possible only by giving it the appropriate experience and putting it literally at the center of events. Everything that happens in the game should unfold around the player and allow him to interact with the environment. When you develop games in virtual reality, you have to move away from the usual control schemes — instead of buttons, the player has his body, and often only his hands. The more buttons are used in the control, the more the immersive effect is lost. It would be natural to use only triggers and grip buttons. The main functionality should be carried by movements and the difference in the amplitudes of movement, for example, the use of the distances between the hands as a force for pulling the bowstring. ![image.png](https://cdn.steemitimages.com/DQmdze13jEBuhpAb2ZvBbSbQ1euVR8GkuNWEf1fdED7ST5j/image.png) When creating a game in virtual reality, game designers are faced with the difficult task of diversifying the user's gaming experience and taking a new step in the development of games in virtual reality. What other features of VR game design do you know? Share your opinion in the comments, let's discuss! And if you have ideas or your own game, and you are looking for a publisher, [write to us](https://source-byte.com/submit-your-game/). #VR #GamedevGame #Development #Indiedev #Gaming #Games #GameDesign #Indie #Unity #IndieGame #Dev #Programming
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      "body": "From the game design point of viev, virtual reality is a sea of ​​unique possibilities. The paths of player interaction with the game aren't yet fully fixed in VR games, so every developer is to some extent an inventor. But this is also the main problem of VR - the game is easy to \"break\" and spoil the player's experience with the wrong approach. In this post, we will share our own experience of developing a game in virtual reality and talk about the observations gained during the development of the [Playground VR](https://store.steampowered.com/app/1504100/Playground_VR/) sandbox game.\n\n# Sizes and details\nStylization, proportions of objects and characters of the game differ depending on the genre. For example, sometric and third-person games have perspective and proportional distortions, it's is necessary in order to express functionality through visuals.\n\nIn games where the camera is located at a distance from objects of interaction, emphasis on corners, enlargement of texture patterns, increase in contrast, etc. are used to indicate the boundaries of geometry. In first-person games, the proportions shouldn't have significant distortion, as this will significantly affect the overall sense of immersion, although a certain degree of stylization is allowed.\n\nIn VR, the player will definitely want to look under the bench and twist the weapon from all sides, so attention must be paid to all sides of the object. In the case, interactive objects sizes should clearly correlate with the size of the player's hands, as in VR it's often the only manipulator.\n\n![Без имени-2.png](https://cdn.steemitimages.com/DQmSRJzLBqJ1FXWH8w4ttnupPYTVqAzc81zxLkMAEGaniNr/%D0%91%D0%B5%D0%B7%20%D0%B8%D0%BC%D0%B5%D0%BD%D0%B8-2.png)\n\n# Interface\nThe user interface in virtual reality should be as immersive as possible, it should be part of the game world without destroying the immersion. There is no corner of the screen in VR on which you can place menus or other UI elements, so blocking any area of player interaction with the world can be disorienting.\n\nIn [Playground VR](https://store.steampowered.com/app/1504100/Playground_VR/), the interface integrated into the game environment. So interactive objects have a small circle-shaped designation so that the player understands that it can be taken.\n\n\n![image.png](https://cdn.steemitimages.com/DQmb9tm4a46YKDkqFMLzNbn57bTQjyimTFjqhQVQaus2Zf2/image.png)\n\n\n# Safety and motion sickness\nMotion sickness for virtual reality video games is actually one of their biggest problem areas. It is necessary not only to correlate movement with moving objects, but also to create the illusion of moving objects or a character (a simple example is the movement of a train that you see from the window of a stationary one). If you're working with a VR platform, take advantage of the player's physical movement with external cameras, motion sickness will also be a problem. Often this problem is solved by the platforming the player or creating objects that represent the fixation of the player.\n\nAnother challenge facing game designers is designing a play space based on the size of the real thing. It is especially acute in open world games. In [Playground VR](https://store.steampowered.com/app/1504100/Playground_VR/), we made \"points of interest\", the player moves between them using vehicles, trampolines or hand rockets. This approach avoids injury and equipment damage.\n\n\n![VR3.gif](https://cdn.steemitimages.com/DQmWS2NP3uxCE464myKyQcpQFrRSKRy89xEKvS5Uz1Pj2nE/VR3.gif)\n\n\n# Dynamics and control\nThe main goal of a player who buys VR equipment is to get a unique experience of increased involvement through the use of their own body in the game. Satisfying the demand is possible only by giving it the appropriate experience and putting it literally at the center of events. Everything that happens in the game should unfold around the player and allow him to interact with the environment.\n\nWhen you develop games in virtual reality, you have to move away from the usual control schemes — instead of buttons, the player has his body, and often only his hands. 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Share your opinion in the comments, let's discuss!\n\nAnd if you have ideas or your own game, and you are looking for a publisher, [write to us](https://source-byte.com/submit-your-game/).\n\n#VR #GamedevGame #Development #Indiedev #Gaming #Games #GameDesign #Indie #Unity #IndieGame #Dev #Programming",
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2021/02/04 12:11:48
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authorxerko
permlinkqo076t
title
bodyI think that the future belongs to VR technologies. I'm waiting for Vr to fully enter our lives.
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2021/02/04 12:08:36
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2021/02/04 10:16:09
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parent permlinkfeatures-of-vr-development-part-1
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bodyIncredible things happen in our world. We can't keep up with the technology
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      "body": "Incredible things happen in our world. We can't keep up with the technology",
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2021/02/04 10:14:15
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2021/02/04 10:11:33
parent authorsourcebyte
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authorviper5
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bodythere are many interesting games on stim. Better every year
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      "body": "there are many interesting games on stim. Better every year",
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2021/02/04 10:10:15
voterviper5
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2021/02/04 10:06:00
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authorsopot75
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bodyvery cool and interesting article.
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      "body": "very cool and interesting article.",
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2021/02/04 09:59:21
votergruntik85
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2021/02/04 09:50:51
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authornedbaewsky
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bodyInteresting post, I liked it
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2021/02/04 09:48:03
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2021/02/04 08:35:12
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2021/02/04 08:34:27
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2021/02/04 07:50:00
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bodyGood job, very interesting post!
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2021/02/04 07:48:39
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2021/02/04 07:27:33
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bodyVery interesting article, thanks!
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      "body": "Very interesting article, thanks!",
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2021/02/04 07:26:39
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2021/02/04 07:23:18
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2021/02/04 07:20:18
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2021/02/04 02:40:48
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2021/02/04 02:39:54
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2021/02/03 23:53:27
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authorbiotonik255
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bodyGreat article worth describing
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2021/02/03 23:49:48
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2021/02/03 20:55:09
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authorpushistik10
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bodyGood luck!
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2021/02/03 20:47:00
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2021/02/03 20:11:42
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authorranger1011
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bodyVery interesting to learn more about the features of developing games in virtual reality. Looking forward to the next part.
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      "body": "Very interesting to learn more about the features of developing games in virtual reality. Looking forward to the next part.",
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2021/02/03 20:05:15
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2021/02/03 13:01:45
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2021/02/03 12:29:21
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authornikolay1998
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bodyVR - Это будущее, пока оно только появляется в нашей жизни но скоро будет полноценная её часть.
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2021/02/03 12:27:54
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2021/02/03 11:14:21
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authormyolin80
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bodyIt was very interesting to read,I would like to continue!
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2021/02/03 11:09:57
votermyolin80
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2021/02/03 11:07:18
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authorpropis83
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bodyGreat. Keep up the good work.
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      "body": "Great. Keep up the good work.",
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2021/02/03 10:53:27
parent authorsourcebyte
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authorkodusheva
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bodyThanks. Very interesting vr
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      "title": "",
      "body": "Thanks. Very interesting vr",
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2021/02/03 10:51:57
voterkodusheva
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2021/02/03 10:47:36
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authorcherkizow
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title
bodyVery good topic!
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      "body": "Very good topic!",
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2021/02/03 10:46:33
votercherkizow
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2021/02/03 10:34:57
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authoraleksejmirokenov
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bodyVR is what's new in our life. Definitely cool article))
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      "body": "VR is what's new in our life. Definitely cool article))",
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2021/02/03 10:33:54
voteraleksejmirokenov
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2021/02/03 10:33:45
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2021/02/03 10:33:39
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2021/02/03 10:25:18
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authoralfredsomov
permlinkqny7m7
title
bodyGreat keep up the good work just for you
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alfredsomovupvoted (100.00%) @sourcebyte / qnx2xg
2021/02/03 10:24:33
voteralfredsomov
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2021/02/03 09:10:24
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authormakspetrov6163
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title
bodyI agree VR games is the future!
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      "body": "I agree VR games is the future!",
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2021/02/03 09:09:51
votermakspetrov6163
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2021/02/03 07:32:39
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authorgorotop3200
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title
bodyBest topik. Very interesting vr
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      "title": "",
      "body": "Best topik. Very interesting vr",
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2021/02/03 07:31:12
votergorotop3200
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2021/02/03 06:22:12
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authorromba24
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bodyCognitive become. I read it with pleasure. Thanks.
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      "title": "",
      "body": "Cognitive become. I read it with pleasure. Thanks.",
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2021/02/03 06:18:57
voterromba24
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2021/02/03 04:25:21
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authordanya54a
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title
bodyVR is currently very popular, I liked the current topic, I read it with pleasure.
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      "title": "",
      "body": "VR is currently very popular, I liked the current topic, I read it with pleasure.",
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2021/02/03 04:23:48
voterdanya54a
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2021/02/03 02:51:21
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authorsmilerit60
permlinkqnxmli
title
bodyInteresting, Looking forward to it
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      "body": "Interesting, Looking forward to it",
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2021/02/03 02:48:24
votersmilerit60
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2021/02/02 23:20:33
votersteemantiabusers
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2021/02/02 22:46:15
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authorrinachis
permlinkqnxb93
title
bodyVery interesting, keep up the good work
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      "title": "",
      "body": "Very interesting, keep up the good work",
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2021/02/02 22:43:00
voterrinachis
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2021/02/02 21:53:24
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authormasha13
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title
bodyIt is very good that now the games have become more modern, quality and with good graphics.
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2021/02/02 21:48:54
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authorgermiona
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bodyIt turned out to be interesting and practical.
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2021/02/02 21:47:54
votergermiona
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2021/02/02 21:12:39
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authorgrishka163
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bodyLooking forward to it
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      "body": "Looking forward to it",
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2021/02/02 21:11:30
votergrishka163
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  "timestamp": "2021-02-02T21:11:30",
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Account Metadata

POSTING JSON METADATA
profile{"profile_image":"https://cdn.steemitimages.com/DQmeQucxyvmbRAVtAYVh9SXSHfHRnZ6i7GhTFJHVvXgsohx/LOGO%20BEZ%20TLA.png","version":2}
JSON METADATA
None
{
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Auth Keys

Owner
Single Signature
Public Keys
STM8dBk187J332CnRnx56TqthoRx2YydsxX6V3hjoJkhAmSkAR45g1/1
Active
Single Signature
Public Keys
STM88Gx8MzTKv1BmEopNAJmjAiorNrPFvQoMEj2Bz3ecUrkp25fdL1/1
Posting
Single Signature
Public Keys
STM7oYrEHoTUGhYeY6S6mTK2kuTYJw957yrZTfgdwZfU2WSFE1Q581/1
Memo
STM6ofJbjfMoVwWRjgSLfCeg9NZuXowGYkWLorBJA7EZLpskJQQvN
{
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}

Witness Votes

0 / 30
No active witness votes.
[]