#world-optimization

1 messages Β· Page 18 of 1

lilac saddle
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im gonna turn off my scene lights

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and ill send the stats

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thats with all the lights off

cold prairie
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That's to somewhat acceptable levels

lilac saddle
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should i try and light my world with emissions?

cold prairie
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How do you mean?

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The baked lights don't have an affect it's just the real time lights

versed lichen
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It means your lights were never baked

lilac saddle
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i mean from what i know i only had 6 real time lights

versed lichen
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The rest of the poor performance is due to the massive amount of highpoly objects everywhere

lilac saddle
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4 spotlights on stage and 2 on dj booth

cold prairie
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6 is a lot

versed lichen
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1 is already too much lulw

lilac saddle
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lol oops

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ok well ill fix that and ill decimate polys

cold prairie
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Like if you set them as non important so they are vertex lights they would be much better

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But vertex lights don't look like pixel lights in every condition

versed lichen
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All the static objects can be exported to blender with the fbx exporter asset, then merged, then brought back, it will kill occlusion but it's much better in most cases

lilac saddle
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ok awesome thanks

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u guys have seriously helped me so much

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@cold prairie @versed lichen

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one last question

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should i make my lights and reflection probes static?

cold prairie
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Doesn't really matter

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Also decimation would most likely make that much of a difference since the poly count is currently pretty much alright already

lilac saddle
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ok so is the lag from the real time lights?

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i actually counted

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i had 10

cold prairie
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The realtime lights will double the polycount on stuff and double your batches

versed lichen
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lag is also for the hundreds of objects you have

lilac saddle
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how can i reduce the lag

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by removing objects?

cold prairie
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I mean yeah

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But also bringing down material count atlasing and combining objects

lilac saddle
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ok

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thank s

modern elm
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Hey guys, so I have a scene I'm putting together and its lighting is already baked, but I'm trying to figure out the best way to light up the animated characters in the scene. I don't bake the characters with the scene if they're moving, do I?

I did notice someone saying to use realtime lights but use layer culling or something to only affect the characters; but I'd like to know what other options there might be.

cold prairie
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Light probes

modern elm
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Light probes affect the character lighting?

cold prairie
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Light probes affect anything that is using light probes which is most dynamic objects unless set not to use them

modern elm
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Ahh ok gotcha, thanks a ton!

pallid gale
versed lichen
viral jewel
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hi guys question, do audiosources work with quest?

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Audio Sources
Audio sources are disabled completely on avatars in VRChat Quest.

Audio sources are restricted in worlds in VRChat Quest.

``` I was reading this, but I don't really understand what "restricted" means
fast bridge
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sound will be reduce

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(i think)

viral jewel
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like it'll be quieter or something? or you can hear it from less of a distance?

fast bridge
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i think it will be the 2nd option

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and probably quieter

viral jewel
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probably means fading in is disabled i tested it and that seems to be what goes on?

fast bridge
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probably idk

agile hawk
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Audio sources don't have as many options

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That's what it means

viral jewel
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ah thanks

limber mason
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I'm a very new to world making, and a bit curious on what a good approach would be. For example building a room from separated parts, or create a cube and hollow it out?

versed lichen
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room with separate parts is usually a good simple way to go

mint yew
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Is there a way to make a world that is 230MB smaller?

last vapor
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What's more important for world optimization? Mesh or material count?

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I would assume material count is slightly more important considering how things are with avatars?

agile hawk
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batches.

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And setpasses

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Just like avatars

versed lichen
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@mint yew Check pinned items

loud gale
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How the hell is black cat only 35mb

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I'm so confused

versed lichen
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Optimization ?

pallid gale
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low resolution textures & or not going full PBR

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and looking at the screenshots it's not that many materials

agile hawk
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Low poly models too

hasty merlin
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Any tips on cutting down the file size? The world I'm working on is sitting around 308mb and I doubt most people would want to wait that long for the download. I've already compressed all of the audio to 20% and crunch compressed most textures.

versed lichen
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Check pinned items

hasty merlin
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The BattlePhaze texture cruncher? I'll give it a try once I get home, thanks.

versed lichen
hasty merlin
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Oh alrighty thanks!

hasty merlin
lilac saddle
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I usually put my music audio down to 1% quality. Can't tell the difference myself.

hasty merlin
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I'll try that, thanks. One of the things I was worried about was the music and ambience ending up sounding awful, but if you say you can't hear a difference then I'll give it a shot.

past lintel
versed lichen
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Check your console

past lintel
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nothing there

versed lichen
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What does the stat panel show in play mode ?

past lintel
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that was when it was playing

versed lichen
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How old is your SDK ?

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Also the stats panel is in the scene window

past lintel
versed lichen
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That is many months outdated

past lintel
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is way i get it out without making new project ?

versed lichen
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past lintel
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it still freezes in the sdk 2 and i did the fix u told me

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when trying upload

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wait it still the same version after i did what u told me

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when u added latest version

versed lichen
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a week ago

past lintel
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i did excily what link u told me check out in the link and follow the steps and here ya go

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i am dont know whats going wrong

past lintel
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is there anything can be done for world since sdk 2 builder keeps freezing ?

versed lichen
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Can you capture a screenshot of the scene window in play mode with the stats menu opened ?

past lintel
versed lichen
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then switch to game view, and top right corner there's stats

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I assume performance might be so low that it just doesn't go through

past lintel
versed lichen
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you actually have to click on the stats button

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otherwise there's nothing

past lintel
versed lichen
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ahah jesus christ

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Yeah

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that's by far the worst performance i've ever seen in the past three years

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makes complete sense unity can't load that

past lintel
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i need help can u help me

versed lichen
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uh yeah not sure where to start though

past lintel
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ur my only hope

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and i seen that actually and not that skill to understand most things due to my autism and learning disbillys

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kinda need more of one on one kind of way learning

versed lichen
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The above is a written guide, you should be able to follow through the steps

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i can't hold your hands through the process, it's a bit too much

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there's a lot of ressources out there

past lintel
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i ask so many folks actually for help and this was last place after i try to ask everyone i could ask and if u cant help i am going to lost all hope with my world

versed lichen
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I can answer specific questions, but i can't fix your world for you

past lintel
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well i cant make much sence out of that link i find it hard with my disabilys to understand alot of it

versed lichen
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If videos are more of your thing then you can find those too

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You wouldn't be the first person with a learning disability or autism to make a performant world, plenty went through the process before, regardless of how slow it was

muted atlas
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Hey, so i got a few songs in my world that in turn makes the world "pretty" big in its size, ive seen other worlds have way more songs then i and they are either at the same size or lower then my world?

Is there any way i can compress or do something to make the songs smaller in size? Since the everything else in the world together goes up to like 40MB and my world with the songs are 110MB

versed lichen
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@muted atlas How many songs do you have ?

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@muted atlas

muted atlas
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I have 6 songs in total if i remember right

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Sorry for the slight delay in my answers, im at work at the same time

versed lichen
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how long do they last ? 30 minutes each ?

muted atlas
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Only one song, the average is between 3-5min

versed lichen
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Are they lossless FLAC format or something ?

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I have big doubt those are the cause of your world file size

muted atlas
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I mean it should not be anything else but ill have to check, they are mp3 files

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Like everything else is just a basic one layer meshes nothing high poly or advanced

jade jay
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You can check what your world is made of in terms of filesize

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I forgot how tho

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Imma bet its actually textures

muted atlas
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alright i forgot how many songs i had but im home and looking at it right now and it is 12 songs, also the first one is the longer song and the bottom one is the rest of the songs

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and all the songs are mp3 files

ashen coyote
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For modeling worlds in Blender before moving to Unity, how large should I try to make the height of the area?

versed lichen
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@muted atlas Yeah so the songs are probably not the issue, even though they're pretty heavy, check the pinned items for my tweet

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@ashen coyote The height ?

ashen coyote
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Yeah, the height of the world or a space like an apartment-based world.

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@versed lichen

versed lichen
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i'm not sure how that related to optimization

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you can just do it as high as you want ?

ashen coyote
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Well it's more like- I saw someone else had issues with default colliders?

versed lichen
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Any example ?

ashen coyote
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I briefly saw it in 3D modeling or whatever, can't quite remember.

fierce seal
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Im having a major issue since the most recent update. My world's occlusion gets majorly broken after i change into different avatars. I can't see people that are in front of me a few feet away . it's like the occlusion becomes inverted and i don't see things that im looking at. Can anyone help me out

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it can also happen by just being in the world

muted atlas
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how does the Texture-Cruncher work? im not sure if its for unity or blender, and how i import it to either of the programs

versed lichen
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@muted atlas it's for unity, it's explained on the page

muted atlas
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oh alright

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sorry did not see it

lilac saddle
versed lichen
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What's in your world lulw

lilac saddle
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It’s not there in Unity, I don’t know why that spawn under me in the world

versed lichen
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Do you use any prefabs in your world ?

pastel niche
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bro this picture looks really dark

pastel niche
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Does it matter if you use many particle emitters that each have 1 or 2 particles vs 1 emitter that has many particles?

lilac saddle
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I'm trying to add ambient occlusion to my world but it causes issues with the mirror. Is there any way to fix this? The model is kind of showing up on the mirror despite being behind it

cold prairie
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Ambient occlusion isn't made for forward rendering which vrchat runs on so yeah that's gonna happen if you use it

lilac saddle
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Ah I see, so there’s not really a way of fixing it?

cold prairie
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Not really pp ambient occlusion just shouldn't be used and wasn't made to be used with rendering that vrchat uses

lilac saddle
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Ah okay, thanks for letting me know! c:

heady peak
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so i tried optimizing my world with crunch compressing textures to 100 and doing Mesh Compression Normal, but i get this both before and after. am i not looking at the right thing?

versed lichen
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@heady peak You can do crunch compression at 50, also make sure you restart unity before the build so that you get the latest

heady peak
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i had it at 50 as well

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i was not restarting though so that might be it

heady peak
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so that worked

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i also marked any objects as static

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and enabled GPU instancing for the meshes that are being repeated a lot

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I noticed now by myself my frames are at 45 when before they were 90...

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and now the stats look better on textures and meshes, but Levels is A LOT higher

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did i do something wrong?

versed lichen
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Levels is static batching

cold prairie
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GPU Instancing doesn't work on stuff marked as static batched btw

heady peak
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o

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so which one should i do?

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essentially i have things like a lot of fence

versed lichen
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Use occlusion instead ?

heady peak
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so remove the static batching and gpu instancing and just do occlusion?

versed lichen
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You can do static batching, but not on everything, and yes if your problem is framerate then occlusion culling would help a lot

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It's difficult to get both a low weight world and very optimized, usually weight is the trade-off for performance

heady peak
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my main objective to help frames when there's a lot of people in a single instance

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obviously it's going to go down with more people but i'm just trying to flatten the curve as much as possible

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so when i have like 4/5 people i had 90 and others were ~80

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so world isn't terrible starting out

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so my take away is don't use instancing, and instead only use static batching on the meshes that are repeated over and over again and use occlusion

versed lichen
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Can you show your stats menu in play mode in the game window from a few camera angles ?

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That would help a bit

heady peak
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sure one second

lilac saddle
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For some reason every time I try to test the world I've been working on it just sends me back to my home world. Does anyone know why this is happening?

cold prairie
heady peak
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ohhh within unity lol

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ok

heady peak
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@versed lichen

versed lichen
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Well, in the places where you have less than 400, it's not that bad, but for open air places it's tough to optimize, you light need to call in some LoDs or imposters

heady peak
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400 what?

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batches?

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so i noticed that occlusion puts more load on the CPU, if my main objective is to minimize load for when there are a lot of people in the instance, i should be trying to minimize load on CPU right?

versed lichen
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batches yes

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CPU load is also batches dependent, you have less than 5ms CPU time, you can afford a bit of occlusion

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But ten again, finding out why there's so many batches in the first place would be good

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Realtime lights are the worst offenders

heady peak
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i dont have any realtime lights so it shouldn't be that

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it's got to be something in the picture that had 1400 right?

versed lichen
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something in your frame is causing a ton yes

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Each truck is probably a ton

cold prairie
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Just check frame debugger

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Scrolling trough show a good view what's happening

void agate
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how do i make more optmised mirror?

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and only allow one mirror to appear at a time

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when trigged from different location?

hazy haven
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You need to setup a trigger that set all other mirrors to False. Then you add another trigger and set it to Toggle on your main mirror.

void agate
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Thanks

hazy haven
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Use SetGameObjectActive

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And then you just add all mirrors except main mirror

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And then you make another SetGameObjectActive and put your main mirror in there and your operator must be set to Toggle

lilac saddle
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@heady peak You've got 6 million tris in one of your pics, try to keep the world under 1 million tris. You'll need to decimate those objects in blender or some other program. Or just use a low poly model from elsewhere.

heady peak
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thanks yes i'm working on that!

tiny star
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frame debugger really useful to see why its not batching. Like not the same reflection probe . etc

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for me it was 66 to 18

autumn glade
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Is there a good way to add large music files other than as mp3s and rely on world upload compression? I'm working with 19mb-25mb music files and they're compressing fine, but it's by far the largest contributer to world file size after upload

gaunt widget
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@autumn glade I'd recommend reencoding the audio to OGG, lowering the bitrate to lower the file size

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Or swap to using YouTube streams

autumn glade
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I'll try that, it's just piano with no reverb or anything so it should survive lower bitrate

gaunt widget
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Loop it if possible if you're trying to have background music...

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Shorter mp3 will reduce file size as well

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I know Spotify goes with 96khz bitrate Ogg for their free tier... Should be sufficient

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I'd reduce to mono as well

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That'll take half the space off right there

autumn glade
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I'll do mono too, that should help. Does doing it in 3d sound impact anything?

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I need the files to be 12-15 minutes, that's why they're so large. I'm doing a music trivia world

gaunt widget
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3D should be fine

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Well 15 minutes... You should be able to get that down to maybe 8-10mb if you heavily optimize

autumn glade
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but I'm trying to keep it quest compatable, so optimization means I can expand it

gaunt widget
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Oh yeah well in that case you can have an ultra low quality version for the quest and a normal for PCVR

autumn glade
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I'm building the world with quest settings to start, then when it's programmed in final then I'll go back and do the PC shaders/uploads. I figure it's easier to do it in that order

gaunt widget
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Perhaps... Either that or build PCVR first then start lowering textures, meshes, audio, etc

autumn glade
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if I do baked lighting, that's about 3-4mb, if I switch to real time I'm not sure how that would impact quest users, I guess neglible if there's not a lot of stuff going on in the world and everything is static

pallid gale
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any real-time Shadows is going to make the draw calls go up quite a bit even if it's a small world

gaunt widget
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Lower your lightmap resolution down to 1-2, you'll get worse lighting but the file size will be very small

pallid gale
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a trick I saw from Nintendo was lowering the resolution on the non-color maps if you have pbr's

muted atlas
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hey, so i did a lil test on my world and i made two versions of it and the only diffrence between them is that one has music and one does not and the one that has music is up on 125MB ish, and the one that does not have music is at 20MB.

that adding diffrent songs to a world can make that much of a diffrence seems a bit weird

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sure the songs together are 83MB and it is 15 songs in total

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can i compress the songs to make them smaller?

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also i have changed the textures to a lower quality then it was before

wind nest
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you should be able to compress the songs with audacity

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@muted atlas

versed lichen
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I can't see how that many songs could be 83mb

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are they 10 minutes long each ?

agile hawk
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Could be high bitrate audio.

muted atlas
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It is only one song that is like 20/30min i think and that one is 30MB and the rest of the songs is about 53MB, and oh alright, how would i do that? @wind nest

versed lichen
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You have options on the audio track itself in unity

muted atlas
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Oh alright, did not know that

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I'll have to check when i get back home

wind nest
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@muted atlas

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The important part is at 5:20

muted atlas
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alrighty thank you

smoky kindle
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I have set my main camera view distance to 60m. I still see objects 200m away?

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In unity it works but in game don't. Is there a way to fix that?

sleek crane
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So my world is not even that big and I already compressed all textures too 500x500, but still Its lagging hardcore, I got 5-15fps und the download size is like close to 90mb
Any Ideas what I can improve?
(fyi: my shaders are compling more than 5minutes)

agile hawk
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What's the batches at?

versed lichen
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@sleek crane If it's all made in probuilder it's probably horrid

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we'd need to see the stats menu in play mode

sleek crane
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@hazy haven already helped me with the lagging problem, that lightmap size was to high and not every light, probes etc. was set to batch
The only thing now is the size of 89mb

versed lichen
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lower settings for lightmaps and crunched textures/meshes

sleek crane
versed lichen
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set lightmap res to 30 texels and lightmap size to 4k

sleek crane
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okay, will try it, baking might take a while

void agate
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How can optimise my mirror?

hazy haven
void agate
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owo yes thank u

hazy haven
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Thats for the low quality mirror, but not the lowest

void agate
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Thanks

sleek crane
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okay, will try it, baking might take a while
UPDATE: Well it took like 5+ hours to generate, but it safed me 17mb only due to my new lightmap, now im down to 73mb for the map download size.

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what donwloadsize would you say is acceptable?

agile hawk
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That seems fine tbh. Unless you're going for Quest

versed lichen
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@sleek crane usually i have half of my world size as lightmap maximum

sleek crane
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what else can I improve? I got like ~400 Textures for my ~100 objects with kinda the same settings for textures
Or would you say that I should use less objects in my scene? πŸ˜…

versed lichen
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Combine as many as you can into atlases

sleek crane
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thanks, but how? πŸ˜… you got a good tutorial for me? I never realy dealt with performance issues before

versed lichen
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Either do it in blender through the cats plugin/material combiner

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or in Unity with a specific asset, like mesh baker, but that costs money

sleek crane
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Well, I dont know how to use blender and I dont know if its possible to use it with bought assets πŸ˜… then maybe in the future I will buy mesh baker, but first I think my mapsize has to stay at 73mb. Thanks for helping everybody πŸ₯° especially @hazy haven & @versed lichen

sacred sand
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In order to I guess - get the DL size of my world down, what could I do? My world is currently at 199MB, however, runs very smoothly in game, I guess are my best options to follow some guides pinned? or?

versed lichen
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Have you done anything already or nothing ?

sacred sand
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Nothing ATM, I guess I was just asking what would be recommended. (Assuming everything would be recommended?)

versed lichen
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Then try crunch compressing all your textures

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There's a tool pinned above

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by dooly

sacred sand
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oh nice - only crunch compresses anything in the scene

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Do I just drag the folder(s) into my project?

versed lichen
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i think that's what the steps say ye

sacred sand
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Thanks!

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I didn't realize how easy it was to setup occlusion culling lmao

dreamy shard
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Who here is really good with world optimization?

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because i have an issue with people joining the world and everyone freezes for a solid 1 - 5 seconds

hidden flame
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Shaders/Lighting/Particles can really bring down a world's performance. If thats not it, also pickupable objects can cause that issue

dreamy shard
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well i have all baked lighting and only the standard shader with an albedo texture. nothing even reflects for maximum batched drawcalls

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no pickups,

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my friend told me it's simply other people's loading avatars and the possibility that they ran out of shader keys

hidden flame
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^ That can be the source of the issue

dreamy shard
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do you know of a good video player prefab that's mainly for playlists?

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with next, previous, volume buttons?

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apparently with the default video player prefab, a button that sends a RPC to VRC_SyncVideoPlayer_Next simply doesnt do anything

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so im lost

versed lichen
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The amount of objects they have to see and load at spawn is probably the biggest reason

hidden flame
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Not with a playlist, tried to make a playlist using one from I found but it worked one second and then it broke then never played again

dreamy shard
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i made a small spawn room to render 20 drawcalls max, so it helps with any loading frame drops

hidden flame
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Did you implement occlussion culling if there is other things outside the spawn room?

dreamy shard
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but this playlist thing is something i really need. got a halloween work and i want some music without rocketing the file size

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the sky sphere you see in the spawn room is an occluder, so everything outside of it is occluded to maintain the low drawcalls, until you click Play and get teleported

hidden flame
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Im stumped

hidden flame
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Could be others avatars if everyone is loading in at once and everyone's avi is hella unoptimized

dreamy shard
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when i get to the lake, i disable the depth buffer and move the camera again through the scene. because the depth buffer is realtime for the shaders, it's an option when playing to improve frames, but uses a crappier water shader

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you can see the batches and stuff on the screen. bottom and top right

hidden flame
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The map looks sick im ngl

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You been working on this for a while lol

dreamy shard
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doesnt even go above 200 drawcalls when you disable the depth buffer

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super optimized and working hard for October

versed lichen
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You'd have to optimize everything else then, depth buffer over an entire map is too challenging otherwise

dreamy shard
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the depth buffer is a simple, culled light source to make the ground fog and pretty water shaders work

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even when you disable that in the game with the menu, people joining is still stuttery

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but i was playing in here with 40 people one night and we survived. just occasionally happened

versed lichen
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The worse the avatar, the worse the stutter

dreamy shard
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so with the buffer disabled, not peaking 200 is pretty damn good for how much work i put into keeping this world optimized

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Halloween is my favorite time of year

versed lichen
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So you have occlusion over the entire world ?

dreamy shard
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that's also with the post processing turned on, so it might go down another 20 - 40

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yes, there is indeed occlusion

hidden flame
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Halloween is a close second to Christmas

dreamy shard
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i didnt set the camera to preview it when moving in the scene. didnt think to do that

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this world is called Gates To Grimmire, for when late September comes around and you wanna find it

versed lichen
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Then I guess that's already as optimized as it can be ? Are the props atlased as well ?

dreamy shard
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no pickup-ables, and most props such as pumpkins, barrels, log piles, aren't baked to avoid the "can't batch, don't share same lightmap" and are lit using the light probes

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this also allowed me to lower the texel count for baking, because there wasn't any objects being baked with really small faces to show artifacts

versed lichen
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How many lightmaps do you have in the end ?

dreamy shard
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34 mb, 10 non-directional lightmaps
8 x 2048x2048
2 x 1024x1024

versed lichen
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Do you keep them 2k for a reason ?

dreamy shard
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detail

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it's better than my dumb ass in the past, using 4k

versed lichen
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Well that's the same, scale on lightmap and texels are what affects the quality

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Unless you kept everything at 1 for scale on lightmap

dreamy shard
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i dont use Unity's lightmapper, i use Bakery

versed lichen
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RuuuThunk well that works the same

dreamy shard
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do you by chance have any intel on where i can find a video player with a playlist?

versed lichen
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Nope sorry

dreamy shard
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you'd think a button that sends a RPC to VRC_SyncVideoPlayer_Next... would do just that

#

but they dont do shit. literally a trigger, sending the thing to do the said thing, doesnt do the thing

#

and you need these custom made, all different, prefabs to get anything to work

#

just wanna be self sufficient m a n

icy coyote
#

so I'm wondering, why when you upload a world to vrchat the amount of batches, tris, verts etc doubles?

versed lichen
#

Because it's VR

#

or because you have an active mirror

icy coyote
#

hmm i see

#

but I mean like, in the upload screen

#

I'm guessing the upload screen itself causes that and it doesnt do anything after the upload?

versed lichen
#

there is an additional camera

#

so ye

icy coyote
#

well

#

even after disabling the additional camera the amount of batches is still higher

versed lichen
#

it's often higher in play mode because some things are actually enabled

#

but if it's double that's maybe something you did

icy coyote
versed lichen
#

yeah that's probably stuff in your scene then

icy coyote
#

ah okay

cold prairie
#

The upload screen does include the UI of the upload screen as well

fast portal
#

do baked occlusion probes occlude avatars as well by default?

#

ive noticed they dont usually but do sometimes πŸ€”

hidden flame
#

No. It only occludes static objects

cold prairie
#

@fast portal occlusion culling occludes avatars as long as it's functioning correctly

#

@hidden flame occlusion culling occludes dynamic objects as well

hidden flame
#

πŸ€” This changes everything

#

Ah no wait im stupid. Regard my message, i knew that. Was thinking about lighting for some odd reason lol

cold prairie
#

It happens πŸ‘Œ

fast portal
#

@cold prairie thanks !

versed lichen
hidden flame
#

Thank you for that @versed lichen. Thatll become really handy for other projects i have for the future

heady peak
#

so when i'm generating my lightmaps on these models that are lightmap static the texture on them gets destroyed. any thoughts on where i should look?

versed lichen
#

generating how ?

heady peak
#

just from the generate lighting button on the lighting window

#

model is set to lightmap static

versed lichen
#

Did it have regular UVs before that ?

heady peak
#

yes

versed lichen
#

It might be called UV2 and that's why the UV lightmap is overwriting it

cold prairie
#

The naming shouldn't matter on that it's just based on the order πŸ€”

versed lichen
#

then i have no guesses

heady peak
#

looks like the same thing is happening to some other objects as well

cold prairie
#

And you did generate lightmap uv's on them?

heady peak
#

if all i had to do was hit generate lighting in the lighting window yes

#

i haven't done anything else

cold prairie
#

If they didn't have lightmap uv's manually made you would need to tick the box in import settings

heady peak
#

ah yes that was off

#

thanks i'll check it out

heady peak
#

that worked!

unreal island
#

for some reason my world is not updating when I go to test it, it's not saving any of the changes when I upload it for offline testing

sharp steeple
#

When I build a world what all get's packaged. Will it only include all of the objects in the scene or will it include everything in assets?

versed lichen
#

in scene

sharp steeple
#

Thanks.

halcyon aspen
#

Hey guys, I've got a major problem. I'am re-creating my amusementpark, it is now bigger and with more rides. Its baked, occlusion culling etc. When i'am alone I have a framerate of 90 and that is nice but when someone joins me he has 45 or less and i'am getting still 90 frames. when i'am leaving and come back, I have 45 and the other has 90. Doe anybody nows what this weird problem is?

lilac saddle
#

Try disabling each exhibit and testing. I would start with the dodgems cause those will be the most demanding. Actually i noticed a problem with those, i clicked on static buttons to reset them but it seemed to have a 10 second delay. So maybe there is a sync issue with them perhaps.

halcyon aspen
#

Well I have to look over everything, sigh😩

lilac saddle
#

Have you tried clearing the dynamic materials?

hidden hollow
#

Can anyone provide me insight in to how hard poly count hits performance vs draw calls and such? My current iteration is ~20 draw calls and 30k polys, but I'm trying to find an upper limit of how aesthetic and pretty I can model things while still impacting frames minimally. The upper limit I'm playing with is about 100-150k polys.
Assume 60-80 people in the map regularly so performance is my most important concern.
Edit: I should add this will all be static geometry

agile hawk
#

Draw calls are worse in this case.

#

And in general they're usually worse.

versed lichen
#

@hidden hollow 150k poly is nothing

hidden hollow
#

Good to know. I want to make the pretty things. Thanks! πŸ‘

pallid gale
#

so yeah doing stuff like texture atlases or trim sheets can be quite helpful for cutting down draw calls as you're not making a game where you need props to show up in many different places with different context so it makes more sense to have the textures separate

hidden flame
#

You dont typically have to worry about poly counts for worlds, as a lot of other things usually come into play, like lighting and draw calls. After I say this, i bet someone will make a extremely high poly count world and ill eat my words πŸ˜›

jade folio
#

they already have lol

versed lichen
#

regular GPUs can handle a couple million static polygons without too much problem

hidden hollow
#

Yeah draw calls are no issue, almost everything feasible I have as a single mesh so my draw calls are nill. Silly me made the smart decision to have a very reflective map aesthetic, and of course unity's reflection probes become a bit of a nightmare if you're going for realism with large meshes πŸ‘Ž . Poly count is the only area where I actually wasn't too sure.

lilac saddle
#

How do you stop the UI showing in mirrors?

#

what layer do you disable

#

it's not ui, or UiMenu

hidden flame
#

Its one of the layers... I dont remember which one lol

#

@lilac saddle Turn off UI, UIMenu, and Interactive. Thats my HQ mirror settings. LQ everything is turned off besides Player, Playerlocal, and MirrorReflection layers

cold prairie
#

PlayerLocal is also not meant to be used in mirrors

hidden flame
#

Didnt know that. Guess it just has no effect in the mirrors?

cold prairie
#

It used to fuck your own player model up horribly because that would cause two models to render over each other

#

PlayerLocal is your first person view model that has the head squished down

#

Some months ago they seemingly fixed it since the problem doesn't seem to occur anymore

#

But still wouldn't recommend having it enabled just in case

autumn glade
#

Is there a method to just display playerlocal+head on mirror and exclude other players and make it super LQ

cold prairie
#

No you don't want playerlocal

#

You want MirrorReflection that's the model meant for mirrors for yourself

autumn glade
#

Would it only show yourself and not others? I’ll have to test it

cold prairie
#

Player is other players

#

MirrorReflection is just you

icy coyote
#

question, what would be better on a static mesh, 1 mesh collider or a bunch of box colliders (10 or something)

versed lichen
#

box colliders

icy coyote
#

even when you have a static mesh that never moves mesh colliders still impact performance way more?

versed lichen
#

yep

#

mesh collider is only worth it for very low poly terrain imo

misty olive
#

would you say taking that same terrain, decimating it a bit, and using that object as a collider would be any better?

lilac saddle
fickle valve
#

you're pretty much doing the opposite of optimisation πŸ€”
adding more and more objects with non-visible faces instead of using a bespoke mesh for the ground

#

I mean you could technically do that but that's not optimised

hidden flame
#

So many materials

#

So many meshes

lilac saddle
#

that was just an example

#

you can make it all 1 mesh with this

#

i was just showing how fast u can make a level in unity without blender

#

with snapping

#

and optimization isnt just about frames u know

#

its about making something look better too

versed lichen
#

Optimization is literally only about frames

#

You could just use a quad instead lulw

lilac saddle
#

Definition of optimization
: an act, process, or methodology of making something (such as a design, system, or decision) as fully perfect, functional, or effective as possible

versed lichen
#

Now look up game optimization

lilac saddle
#

Optimization in gaming discussions doesn’t mean the same thing it means in computer science. Rather than referring to making a process optimal, it generally means making things better

#

its about fps and making things look better

hidden flame
#

Meh id prefer probuilder

lilac saddle
#

it is pro builder

#

and pro grids

versed lichen
#

I completely disagree, making things look better has nothing to do with optimization, visuals are visuals

#

Probuilder is awful for that reason, it's very often not optimized

lilac saddle
#

ignore the floor but if u were to have walls like this would u consider it optimized? cause i wouldnt there would be no need to drag it out like that

versed lichen
#

Neither, that doesn't have to do with optimization, you can make the whole thing first without caring about optimization at all then do it at the end

#

If you use visual tricks to help optimization then that's also good

lilac saddle
#

dont make me tell tupper

versed lichen
#

He would tell you the same thing lulw

#

If you want to learn about it, check the pinned items

lilac saddle
#

im moving to vrchat general i wanna talk about something avatar related but i want u to join the convo

versed lichen
#

i'm not really an avatar person taurishrug

hidden flame
#

Understandable

south panther
#

Hey good morning guys I have a small question when generating lightmaps what lightmapper do I use? Its taking ages for it to generate and I'm not quite sure what to do

#

I'm learning to to do occlusion culling

fast portal
#

having separate floor mesh tiles (that aren't specifically designed for occlusion culling) is not optimized lol

#

you're also rendering the back faces of the wall

#

tisk tisk so wasteful

#

those precious polys could go to another sub-d on egirl booty, and instead they will never be seen

fast portal
#

@south panther just use bakery, progressive and enilighten are dangerous for mental health

south panther
#

Gonna see if I can get it!

versed lichen
#

Only works if you have an nvidia gpu btw @south panther

south panther
#

I have an ol trusty 1070 @versed lichen πŸ™‚

versed lichen
#

Nice

#

Still going to be much faster than Unity's lightmapping

south panther
#

I'm reading xiexe's tutorial for unity's rn will look into bakery after and see the difference

calm snow
#

Hello Acarriah, i'm kinda new to VRCHAT and i really love your Level 13 world, i was wondering if you are doing any commissions, i'm just a reg. user not affiliated with a company or business and would love to have use of this world outside of vrchat using my hmd with a few more customizations to the existing world, if that is even possible?

versed lichen
#

@calm snow Did you forget to ping someone ?

calm snow
#

This is my first time using DISCORD, guess i don't know how to ping anyone yet

cold prairie
#

You start by typing in @ and then type their name afterwards @hidden hollow like so

calm snow
#

Oh ok

hidden hollow
#

Hey hey! I'm so sorry but unfortunately I'm too busy to realistically take on commissions right now. Also for what it's worth, that sort of thing you should probably DM so you don't clutter up the support server πŸ™‚

#

My DM's are always open πŸ‘

versed lichen
#

i don't think it makes any difference

agile hawk
#

It wouldn't make any difference. Except in EDGE cases of collision. That's a horrible joke.

white fractal
#

Hey so I have a small question. Lets say I want to make a forest area in my world with many lowpoly trees, would that hurt performence? And if so are there any tecniques of putting a large number of objects in a world without hurting performence

agile hawk
#

Bluefox, occlusion culling

white fractal
#

I'll check those options out πŸ‘

pallid gale
#

might also suggest putting in your Forest some big rocks or raised Terrain to act as line-of-sight blockers so your rendering less Forest at any given time

south panther
#

Hey guys one question in unity my textures look like this but in game once I upload they get super stretched out

honest linden
#

how can i find what textures are the biggest?

#

ive just been going to every object in my world and one by one compressing its textures

pallid gale
inner dragon
#

Just uploaded a new udon world but every time I join I hear the audio for a second then I get sent to my homeworld. any help?

inner dragon
#

yup it works in the test runs

#

when I test build the world but uploaded the world as unlisted and I can't spawn in

cold prairie
#

Search for t:pipelinemanager in the hierarchy you should only have one per world

inner dragon
#

tysm!!

empty hollow
#

Hi , I have a problem. Lights and textures disappear after uploading... its supposed to look like this:

cold prairie
#

Using a modified client is bannable btw

#

Might wanna post a picture of you using one here

empty hollow
#

i wouldn't say its "modified" never touched the client , but i got ya thanks for looking out

willow vortex
#

@empty hollow Maybe you have the lights set to bake?

maiden hawk
#

so may night be the right channel but ok idk what i did but with a world i made everthing sticks with your movements ,like like when you turn the world goes with you

real falcon
#

anyone know what a good tri count for a world is?

#

i just finished the exterior and im at about 90k ish?

versed lichen
#

Could be in the millions, it doesn't matter too much as long as the rest is optimized

real falcon
#

what could be unoptimized about the rest?

#

im new to all this, know nothing outside of blender

#

whats a draw call..?

#

i feel dumb lmao

#

oh jeezi didnt think about that

#

how to make textures take up less space oh no

#

okay ill figure that out when i get there aha

#

whats a draw call though?

#

ok pog

#

oh ok

#

thats not a problem

silent pumice
#

unity post processing nullreferenceexception object reference not set to an instance of an object

#

any one know this error ?

#

post processing dosnt work cus of that ?

prisma orbit
#

guys one question, if i bake my lights while they are all at Important Render mode and after baking them switch them all back to Auto, the effect of them while they were all at Important will stay baked and wont affect performance anymore because i switched them back to Auto right? like it will be static and not change? im trying to understand how a lightmap works

versed lichen
#

I don't think that makes any difference for baked lights

static trail
#

Keep them as baked if you don't need dynamic lighting and shadows on avatars in the world. Set the to Mixed if you do.

#

Like, if they're spotlights pointing up at the ceiling for environmental, keep them as baked. If they're pointing at the floor where people will walk under them; mixed.

maiden hawk
#

so i have this rally bad glich with this world i made, one eye everthing looks fine but in the other the world worps and twists , what did i do wrong?

versed lichen
#

non vr shader

#

water or skybox in most cases

maiden hawk
#

i eill vkr ,. i thought i set it to stanerd but yeah everything in the one eye moves only when i do say for the meories and stuff

torn crypt
#

Temporal AA in PPFX used to break VR too, unless that's enforced off by the client now

maiden hawk
#

ooh

hazy haven
#

Like how? Can you take a screenshot?

wicked nexus
#

can anyone help add texture to my terrain i think i might be doing something wrong

lyric lark
#

I have a question. Anyone point me to a place to make a proper skybox?

cold prairie
#

Can you define make?

#

If you mean like make your own from scratch you can make one in almost any program unity, blender, photoshop etc

lyric lark
#

As in figure out how to make a proper dome skybox πŸ˜‰ My first time world-building in VRchat.

#

Oh I get that, but just need a little guidance on Making it in Unity. One of the youtube vids makes it a cube. Is it not a dome or sphere?

cold prairie
#

So you have a skybox already that you want to use?

#

The part "Making it in Unity" confused me a bit so I'm not sure exactly what you want to do

lyric lark
#

blob:null/623fd037-871c-449b-8f1e-9b6ed7109cda

#

Grr hold on

cold prairie
#

The easiest way to make one in unity is just to capture a scene with a reflection probe and use that as the skybox

cold prairie
#

Ah okay so you want to know how to use this as a skybox and not "make" one gotcha

#

But why not use that if they want to use it?

#

Doesn't seem to work that well sadly though while trying it atm

#

But the main thing you want to do is select the texture in unity and switch the shape to a cube

#

And then plug the texture to a cubemap skybox shader

#

But you also need to adjust the settings depending on what kind of texture you are using

lyric lark
#

I was just making sure. I'm an Altspace expat, and used to domes πŸ˜‰

#

I will compliment VRChat for using Unity completely vs Altspace's mixed.

#

Next step though for me is inserting a Quest-compatible player if I can.

versed lichen
#

Video players ?

lyric lark
#

yup. I did hear there is one.

lyric lark
#

Ok, got what I wanted πŸ˜‰

#

Thanks guys! Need sleep.

lilac saddle
#

Is there a way to make it so a noise plays when a new person spawns in?

versed lichen
#

OnPlayerJoin

#

not really an optimization question though lulw

lilac saddle
#

Op, my bad. Which chat would've been the correct one to use?

versed lichen
lilac saddle
#

Ah, thank you!

gaunt widget
#

I published it a couple weeks ago, can't find it by using either title or tags ... I thought community labs were searchable (I see it under 'My Worlds' and I have Community Labs enabled)

hidden flame
#

The search function has been broken for some time. I think they are going to fix it on the next patch (when the video player comes out with udon)

gaunt widget
#

Thanks. I wasn't sure if it was because it was in Community Labs. Do you think I should change the name, or unpublish / republish? Any known workarounds?

hidden flame
#

No. It just doesnt work for pretty much any world

gaunt widget
#

That's so weird, I can search "Draco" or even "USS" and other worlds come up. Just not mine

cold prairie
#

The api shows it just fine from searching draco and or uss

gaunt widget
#

Link to API GET request?

cold prairie
#

I don't think the in game search is showing community labs results currently

#

You can just check the search on the website since that's showing correct results

gaunt widget
#

I don't think the in game search is showing community labs results currently
@cold prairie That was my fear... really makes it hard to get our of community labs if within 2 days my world is buried 50 pages back... any suggestions? I just want my friends to be able to easily find my world, not have to try and use some link that doesn't work for most of them.

cold prairie
#

You can work on it some more and make some more updates so it get's more visibility again

gaunt widget
#

So any time I update the world it gets pushed back to the front of the queue? Interesting (and wasteful) workaround πŸ™‚

cold prairie
#

Yeah it's listed by last updated

#

Your friends in the meanwhile can just check your social in game and join the world from there

gaunt widget
#

Yup. Friends can find me, but I tried to organize a meetup with other users... much more difficult.

#

Anyway thanks for the clarification, I appreciate it!

cold prairie
#

I'll check around whether its supposed to be like that though and make a bug report on it if one doesn't exist already

gaunt widget
#

On canny?

#

I'll look there too (started here first)

#

July 2019... OOF

#

At least in progress since Aug 28th this year

#

Actually this is unrelated, as they can find their world, it's just lower in the search results

#

I'll file a bug, thanks @cold prairie

#

If you wouldn't mind upvoting.

cold prairie
#

Yeah I agree that community labs should be more findable

ornate laurel
#

is there a way to see what's taking up space in a processed world (e.g. not a .unitypackage)

#

seeing what's taking up space in the assets isn't really indicative of the built world b/c stuff is compressed when built, so not sure how to profile it πŸ€”

cold prairie
#

Unity doesn't really like giving out that information yet in 2018

ornate laurel
#

lame

#

what's the actual format of a vrcw?

#

ah, unityfs

gaunt widget
#

@ornate laurel Generally it goes 1. Textures 2. Animations 3. models (fbx are large offenders) in terms of size

#

large tri/vertex count models will generally be larger, decimating those in Blender helps. Textures you already know about. Animations ... you can go into settings and change them from text to binary format, and they decrease in size.

harsh geode
#

I'm curious to how much of a performance impact video clips using the video player component with material override has

#

this video clip is only 5 seconds long

#

anyone know?

cold prairie
#

Identical meshes as it says a bit after that first line in the docs. Though sharing the same material in multiple places is optimization on its own. Also static batching being active on objects makes GPU instancing not work.

cold prairie
#

Static batching is one of the options under that checkbox

hard nest
#

Does anyone know how to fix a world when you load in it kicks you back home in the sdk3?

versed lichen
lilac saddle
#

My hangout video player lags out the world for about 6 seconds after i join the world, any way around that other than less songs in the playlist?

modest jacinth
#

Anybody else experience between 400 and 600+* fps in unity playtest, but once uploaded the framerate drops to like 60 or even 30? I'd like to believe that the vrc triggers aren't that heavy. Does anybody have any ideas for a fix or a way to clean it up at least back to 90 for in vrc?

Some world info:

The world is one large mesh and everything in it is markedly low poly. I have baked occlusion on, minimal scripts running, four objects with spawn and interact triggers,
two lightweight particle systems simulating lightning and capped at 30 total particles in the world, 3 real time lights set up for proximity activation, render distance is only 300 (very dark map).

pc spec:
gtx 1070
i7 6700k at 4.4ghz
24gb ram

fast portal
#

realtime lights+poorly optimized avatars will cook anyones rig

#

how many draw calls in unity?

versed lichen
#

@modest jacinth can you take a few screenshots from the game window in play mode that shows the stats menu

modest jacinth
#

o7

#

@versed lichen there you go. :3

#

top one was me stress testing in gif

#

second screen shot is after decimating the models and reimplementing lighting.

#

34.8 million tris hitting 600 fps

#

but in vrc in the updated and lowpoly world, i'm lucky to see 60 fps.

#

here's the avatar i use as well so you can rule that out

cold prairie
#

Can you give me the world id?

modest jacinth
#

I'll have to reupload

#

In the middle of baking new lights, so it might be a while.

modest jacinth
#

issue resolved

#

among a few other things something about fog in the lighting options is very heavy on your system, even when you do have your render distance set so low.

#

incredibly bizarre though, considering it only seemed to be a large negative influence while in VRC.

versed lichen
#

It shouldn't be that heavy

#

34M poly is really really high though

analog sapphire
#

Holy hell yeah

#

I accidentally made one of my avatars 1M poly with subdivision and my computer could barely handle it

cold prairie
#

It was before they optimized though at least

dreamy shard
#

I need some world help because i'm lost

#

here's a video showing my problem. people cause my world to hard freeze and stutter, compared to being alone

#

i go into other worlds like the Great Pug, and they have 20+ people in their but joining those public worlds don't have long lingering freezing unless there's an intentional malicious avatar

#

if you think you can help, please message me

versed lichen
#

What triggers do you have in the world ?

#

Also yeah terrible avatars cause huge freezes

#

Don't show very poor taurishrug

#

a single very poor avatar could be worth more drawcalls than your entire world x2 in front of a mirror

copper valve
#

Hi. I'm having an issue where my mirror is all black. I just did the lighting in the world so I think it's related to that since it was working before.

dreamy shard
#

I have OnEnter and Exit collider triggers. aswell as interact triggers for UI buttons

#

nothing more or less than my other worlds that fare just fine

#

here's a world link if you want to check it out

quasi cradle
#

Dumb question, when it comes to making a world, do you have to reupload it everytime you make a change? Or is there a way to just push an update?

versed lichen
#

@dreamy shard Make sure they're local

dreamy shard
#

they are indeed local

copper valve
#

Yeah I have no idea how to fix this mirror. Does anyone else know what it could be?

versed lichen
#

@quasi cradle You have to reupload everything, but it updates the world itself

#

@copper valve Enable pixel lights

quasi cradle
#

I gotcha, thank you!

versed lichen
#

@dreamy shard Then it's most likely the avatars

copper valve
#

Thanks but I did that already.

dreamy shard
#

i have everything and did everything the world would need to be the most optimized and reduce draw calls

#

this is a video going forward through the map, then backwards after disabling the depth buffer for certain shaders

#

the draw calls are very minimal, LODs work fine, and occlusion is doing it's part

#

but it still pains me to see my friends lagging and freezing like this when someone joins or changes avatars

#

@versed lichen thanks for the input

versed lichen
#

I'd suggest enabling SDK logging and then go to your world, and whenever you freeze hard, check your log

#

you'll see if it's cause by someone or your world

#

my bet is on someone though

#

especially if all your triggers are already local

agile hawk
#

A good question is: What's your ram usage, Zoidberg?

dreamy shard
#

i have 32 gbs of ram

#

and how do i enable SDK logging?

#

@versed lichen

versed lichen
#
dreamy shard
#

@versed lichen loaded in, did the freezing a few times cause there's 11 people in this public, and clicked the trigger to teleport

versed lichen
#

yeah, not seeing anything that would explain it otherwise

#

people be using shit avatars taurishrug

#

helps debugging a ton

dreamy shard
#

sucks when you can't do anything about it

#

but i appreciate the help

versed lichen
#

hiding the very poor avatars by default is a great way to deal with it

dreamy shard
#

i went from 16 gbs to 32 of RAM mainly because of vrc

hidden flame
#

I am over here struggling on how to hit double digit downloads without tuning my textures too much in my world while people tend to, without a problem, go well over 200mb... It still blows my mind people can even hit that high

versed lichen
#

meshes, audio, static batching also goes into world size

agile island
#

@versed lichen How do I tell if that texture compressor worked? It seemed to be doing something, I let it do its thing, I came back, and the textures seem to still be set to defaults with no compression and 4096 max res when I click on them, so I'm not sure if it actually did anything.

versed lichen
#

Did you check textures specifically used in your scene ?

agile island
#

Notice that crunch compression is not ticked. I left it at the defaults, which is supposed to enable compression.

versed lichen
#

that's inside the prefab though

agile island
#

I don't understand why that matters?

versed lichen
#

did you run the tool while inside a prefab ? Which settings did you use ?

agile island
#

I didn't run it while inside a prefab, I went into the prefab to figure out which texture it was referencing.

#

I assumed the prefabs would be using the settings for the textures set in the assets folder.

#

Are you saying every single prefab has its own texture settings I have to manually tweak, or run this tool on?

versed lichen
#

no, as long as you run it in your main scene it should encompass all

#

but i don't know which settings you used

agile island
versed lichen
#

Why are your texture settings grayed out RuuuThunk

agile island
#

Those are the settings. Compression is enabled. Clicking the button to convert textures does nothing now. Before it did something for a while. It does not enable crunch, nor does it enable texture streaming.

versed lichen
#

or is it how it looks on your screen

agile island
#

Why are they greyed out? Cause that's the defaults I guess?

versed lichen
#

So it generated mip maps but not the rest ?

#

or did you to that yourself ?

agile island
#

Huh? Generate mip maps is always the default when you load a texture.

versed lichen
#

@rigid thistle Any clue ? Looks like nothing worked in their scene

agile island
#

Streaming mip maps is what it should be checking, and vrc wants, but it does not change.

#

I feel like it could have something to do with these trees being placed by the terrain system rather than being individually added to the scene.

dreamy shard
#

@versed lichen Someone mentioned β€œUpdate Time in MS”
Could this maybe help?

#

it's part of the world descriptor, and i never thought about it or knew it existed

versed lichen
#

is it below 10ms ?

#

and by that i mean the performance in stats in play mode

dreamy shard
#

i don't actually see that setting for Update Time

agile island
#

Is there any way to find out how big my asset bundle is going to be without uploading it to the servers, hopping into the game, and downloading it so I can see the size on the download screen? Is it at least possible to see the world size with local testing? If not, does anyone know where these temp files are generated, so I could just look at the size of that before I click upload?

#

Hm, well it seems once I upload it it shows the size at the top of its page on the VRC web control panel in tiny text. So there's that at least. And damn its only 200mb and I haven't even finished optimizing it by compressing every texture. Crazy. The original asset package was like 5gb before I started adding stuff so I was a bit worried about how easy it was gonna be to get it below 500mb.

cold prairie
#

Just do a build and cancel out without uploading

agile island
#

So let me see if I have this right... If I try to play with the detail resolution on the terrain settings, Unity will erase all my work placing detail objects on the entire terrain, irrecoverably, and without any warning that maybe I shouldn't adjust this value if I don't want to lose all my work?
Cause I immediately exited my project without saving my scene, but all my flowers and grass placed over several acres of terrain are just gone.

#

Where is the data for how these detail meshes are assigned to the terrain stored, so that I can at least recover the stuff that was in the package I imported in the first place without having to re-do all the rest of my work on it?

torn crypt
#

There actually used to be a warning in prior Unity versions that said changing the res of the heightmap, control tex, or detail map would clear the contents for each -- if that's still the case, I'm not sure why they removed it πŸ€”

agile island
#

Well I see nothing in my preferences which says disable warnings, so I probably didn't disable them somehow.

#

Thankfully I was able to re-import the terrain data only for the demo scene I was modifying, so I don't have to start from complete scratch but it's kinda absurd that it is so easy to completely screw up your project without warning.

#

@cold prairie Thanks, I'll give that a look.

toxic dust
#

Quick question: how do you change the skybox in unity ver. 2018.4.20f1

I've looked it up but I dont get it lol

#

And I keep getting advice for different versions

versed lichen
#

@toxic dust Lighting menu at the top

toxic dust
#

I deadass cant find the lighting menu

#

Sorry I'm like, super new at this lol

#

WAIT I found it

#

Thank you!

real falcon
#

so ive finally got my world in, and its sitting at roughly ~90 mb, i know the textures im using are fairly large in file size, is there any way to shrink those filesizes without ruining the quality?

versed lichen
#

@real falcon Crunch compression

real falcon
#

and how would i do that?

#

is that a unity setting or something i’d have to do elsewhere

versed lichen
#

There;s a button on the texture settings

real falcon
#

i’ll have to give it a try see if it’ll cut my size down by much

lilac saddle
#

I made and published the world I have been working on for a while, but it lags a lot. Is there a way to make it so it doesn't lag as much?

uncut iris
#

@lilac saddle Did you bake your lighting?

lilac saddle
#

I don’t know what that is...

uncut iris
#

That's probably the problem then. I'd go into #world-lighting and looked at the pinned tutorials, baking your lighting means that there's no (or little) realtime lights. A lot of realtime lights is generally bad for performance. If you don't know what baking the lighting is then that's probably the main cause. I'm betting anyways.

#

If it's not the main problem then it'll help at the very least

lilac saddle
#

Ah, grazie!

rocky lagoon
#

Theres no particular text chat for world audio files so ill just put my issue here. At the moment i have two audio files on my world, both are currently hidden. I have my first audio file playing as soon as a local user presses on the button, then it transitions to a different location. In that different location, i have a box collider that has a trigger script that detects a player entering into the collider, and then it will play the second audio file sound track. The first audio file doesn't loop and will end after 20 seconds. The second audio file will loop until toggled off my user later throughout the map. Now my issue is, even thought i have both audio files hidden and are not active, and i have "play on awake" unticked from both. When i spawn in on my first location where the button is, both audio files are playing over top of eachother straight away. I can't seem to solve this, also i have checked to see if the min/max distance of the the 3d distance is overlapping and it isnt, so even if the second audio file was active, you shouldnt be able to hear it from where the first spawn is.

rocky lagoon
#

hmm thought this would be active πŸ˜’

hollow musk
#

@rocky lagoon , I can take a look at your problem if you will call me. This issue sounds easy to fix.

rocky lagoon
#

I solved some of the issues but i still have one

karmic wraith
#

does anyone know if Texture streaming would help with optimizing worlds?

#

Or would that break the sdk for whatever reason?

shrewd harbor
#

^ I was wondering that, too.

karmic wraith
#

I will give it a try today on my world and let you know @shrewd harbor

karmic wraith
#

ok just tested it out and it seems to help a little bit, the game feels smoother but that could also just be a placebo from the other optimizations I have been working on

karmic wraith
#

ok no I didn't test them out since I need to manually enable texture streaming in the texture files for specific textures.

#

it was just my other optimizations improving performance

shrewd harbor
#

Well, that's good at least

karmic wraith
#

SO what I can say is that vrchat accepts texture streaming being enabled

#

Still processing all my textures

karmic wraith
#

@shrewd harbor Ok I can say even on the developer server it looks like I got about 4-5 more fps using texture streaming

#

so I can say it's better to have it than to not

#

like occlusion culling

shrewd harbor
#

Sweet, thanks for testing. I haven't started optimizing my world, but I'm making notes for when I need to tackle it

karmic wraith
#

first step is to turn off Realtime global illumination, that shiz saved me 30 frames in vr

upbeat tree
#

nasty lag in load in, world is basic with lq textures and does fine in testing, but lags bad in game

versed lichen
#

What do you have happen in your world ? Tons of pickups ?

upbeat tree
#

no pickups, all triggers turned off by default, no complicated textures, just a small building and some avatar pedastals

versed lichen
#

How many is some

upbeat tree
#

like 20, all disabled on load

versed lichen
#

is it public ?

upbeat tree
#

not atm

versed lichen
#

Can you post some screenshots from the game window in play mode with the stats menu enabled in unity

shrewd harbor
#

Are there any tips and tricks for dynamic occlusion culling? I've marked my assets as static occluder/occludee, played around with the smallest occluder/hole settings, and baked at 475 for 2 hours with no luck, the visual lines just go straight through everything and renders everything out to the horizon.

versed lichen
#

Did you test the visualization ?

shrewd harbor
#

Yeah, nothing culls other than the standard, uhh... Frustrum culling

versed lichen
#

Screenshot of not working visualization ?

shrewd harbor
#

I have trigger culling set up, and that is working, but it would be nice to have it all be dynamic instead

versed lichen
#

I don't think your occlusion need to be around your entire world

#

also it didn't seem to bake correctly where it's not working

shrewd harbor
#

Yeah, I think I might just not worry about it for now, spent all night fiddling with the bake settings with no luck. I'll figure it out for my next map, haha

red carbon
#

Yeah, I think I might just not worry about it for now, spent all night fiddling with the bake settings with no luck. I'll figure it out for my next map, haha
@shrewd harbor Yea I don't have luck with occlusion too. For some reason it doesn't really wanna occulude anything for me

winged sinew
pallid gale
#

wow that looks very useful

lilac saddle
#

hi

#

anyone know how to make a object non solid?

cold prairie
#

Don't have a collider on it?

lilac saddle
#

h o w

cold prairie
#

Remove the collider component

jovial topaz
#

is there a way to change the player's camera clipping distance? I'm finding that the camera is cutting off my world after a certain distance, but I don't see the same thing in other large worlds.

jovial topaz
#

ah got it, I just had to use a camera with a far clipping plane as the reference camera in the VRCWorld.

bright agate
#

can someone upload my discord servers vr chat world which we made for us please, dm's are open

loud oriole
#

Is there a way to test how well a world is optimized? It's hard to tell by just running around in it.

#

this looks good i guess? that tris count seems abnormally high, and lower batches = good?

versed lichen
#

seems good

void agate
#

10mb yeah thats good

autumn glade
#

Any suggested tools to edit down music/sound file size such as converting to mono, reduce channels, etc?

versed lichen
#

Import in any audio software, export again at a lower quality

tardy adder
#

@autumn glade Try Format Factory, a long time audio/video/image converter that still does the job.

tardy frost
#

Is it better to make the floor, wall and ceiling into one mesh?

loud oriole
#

It works better if they're seperate

tardy frost
#

Thank you!

pallid gale
#

yes that way occlusion culling can make it to where your not rendering them when it's not visible whereas if they're all glued together if it can see one of them it has to render all of them

lilac saddle
#

I have a question for someone I made a vrc world and went into it when it was plain but then I added more stuff like decorations and ect. to my world and Saved the project but every time I try build and running the world it brings me back to the world but before I added anything to it does anyone know or can someone help me with the issue?

versed lichen
#

@lilac saddle Check your unity console for errors

lilac saddle
#

I did there was no errors.. Im guessing I just did somthing stupid lol

#

Ive been working on this for 3 hours trying to figure this out

#

lol

versed lichen
#

Can you take a screenshot of your unity window ?

lilac saddle
#

Dont judge lol ive never made a world before lol

versed lichen
#

you have 19 errors

topaz crow
#

Ok soo i have a weird issue.. And i also dont know where to ask for help.. Its something between optimization, lightning and models.. For some reason in my world when i get further from this text it looks weird just like in the picture but when i get close its OK

versed lichen
#

what shader are you using ?

deep pebble
#

someone that knows EVERYTHING about baking can u message m e plz? im stuck on a issue i cant figure out

versed lichen
#

I don't think someone like that exists lulw

deep pebble
#

well u know... mostly haha

#

my problem mightbe basic who knows

versed lichen
#

We'd know if you posted it here taurishrug

deep pebble
#

well in general i need i figure out how to get it to actually bake. i know my room is big but it just sits there for hours doing nothing or takes like 2 days and then unity crashes

#

i just dont know if im missing something in the lighting settings to make it run better or what

versed lichen
#

Can you post your lighting settings and your scene ?

#

@deep pebble

deep pebble
#

inside of the house

#

the black parts are actually white... but the directional light is shining right down straight on it casting shadows but its just alot

versed lichen
#

Everything is static and has a shader that supports lightmapping ?

deep pebble
#

also i just want to at least bake my room and not have it take days

versed lichen
#

You can try a gradient for environment lighting

#

Well that's unity so taurishrug

deep pebble
#

andi just used the shader the model came w ith

versed lichen
#

Can you select the floor of that room and post a screenshot of its components

versed lichen
#

i assume it's all static

lilac saddle
#

Use enlighten light mapper, progressive is too slow.

versed lichen
#

Since you currently have nothing baked, make sure nothing else but the room and its objects are set to static, set texels to 10 and bake again, you also don't need 500 samples for indirect, also turn off global GI

#

well, progressive GPU is even faster ?

#

If you're on an nvidia card better to get Bakery in any case

uncut iris
#

progressive GPU has huge artifact problems though doesn't it? I've never been able to get progressive GPU to come out with lightmaps that didn't have some kind of huge error in it.

versed lichen
#

If combined with the bad UV unwrap unity does, then i'm not surprised yes

deep pebble
#

i made the whole thing and everything in it static.. so isnt the room and objects inside the whole map?

versed lichen
#

In that case reduce the scale on lightmap on the meshes that are not in the room

#

The more thing = the more surface = the longer it'll take

#

You're not really supposed to bake open areas at 32 texels

lilac saddle
#

I turn the indirect resolution right down, usually about 0.2. Saves a lot of time. Lightmap resolution i usually set to 20 to start off with, then i gradually increase it until i'm satisfied with the quality of the shadows. A value between 40-60 should be fine. That set up is pretty fast and i don't know why people use the progressive one to be honest.

#

Are the lights set to baked?

deep pebble
#

only light i have right now is directional because it wasnt baking with anything else

versed lichen
#

What are the light settings ?

lilac saddle
#

Environment lighting ambient mode should be set to baked i think. And place at least one light probe where it's sunny to light up non-statics.

#

Also, turn off realtime global illumination.

deep pebble
#

ive never used a light probe where exactly do u mean to put it?

lilac saddle
#

Just somewhere where there's no shadow.

#

It is just to light up the player and any pickups.

pallid gale
#

actually you would still need them where their Shadows so that the player lighting those to make the player dark when they're inside Shadows

lilac saddle
#

Only if you require that, performance wise it's better just to have one probe i think.

pallid gale
#

it doesn't take much of a performance hat to have adequate light probes to properly do the lighting

shrewd harbor
#

Quick question, I've got some serious texture optimization to do, for VRC on PC, what is the recommended 'Max Size' be for textures? 1024? 2048?

hidden flame
#

Think 2048 is the max size for unity. But thats pretty massive for a texture. Max id recommend for a pc build is 1024 and that just depends on how much textures you have and how good of quality they are

cold prairie
#

8k is the max size in the current unity

#

But otherwise yeah as low as you can for that texture piece

shrewd harbor
#

Perfect, thanks

pallid gale
acoustic fern
#

this might be a good place to this, but I want to post that if you are making a world with fog, which might happen a lot this month with halloween, make sure you UNCHECK this option

lilac saddle
#

I have a question

#

Im trying to upload my vrc world but it wont upload any ideas?

versed lichen
#

console errors

lilac saddle
#

oof

jovial topaz
#

Does decreasing the import resolution of textures decrease the download size of the world?

versed lichen
#

Yes

#

Try crunch compression first though

real falcon
#

do video players dunk on fps? or could there be something else ruining the frames in my world? before i added it i swear i was getting a solid 90 no matter what and now i’m only getting ~60

lavish holly
#

is there a big difference between crunch compression and lowering the image resolution?

#

I thought crunch compression was for just project size of the folder in unity

versed lichen
#

@lavish holly crunch compression is only for file size, the vram cost is still the same when decompressed in the client

lavish holly
#

file size being the world size? essentially what you're telling me is that both crunch compression and reducing the resolution of an image accomplish the same thing: making your world smaller?

#

do they do anything else? why would you suggest doing crunch compression first? is there an advantage to that?

cold prairie
#

Crunch compression just makes the download size smaller

#

But lowering the resolution and the actual size will also make the worlds foot print in vram smaller

versed lichen
#

Crunch compress first yeah, make sure you're not using 8K anywhere ever

#

4K in worlds is only for big atlases

pallid gale
#

and honestly big building should probably be tiling textures and trim sheets not uniquely textured if you don't want to be a blurry as all heck or way too big

lavish holly
#

fascinating. Thank you!

pallid gale
#

if you have any other questions feel free to inquire

#

hi

hazy haven
#

Does anyone here knows how to decrease draw call properly? I know that I should create texture atlases but how do you implement it? I don't know how to assign specific textures

versed lichen
#

If you don't know how to assign textures then you probably should learn the basics of unity before attempting to optimize

hazy haven
#

I know how to use single textures but I want to combine some textures into one, by creating a texture atlas. Let's say that I want to use one texture for the wall and second texture for the floor. They are both using the same texture atlas

#

In other words, they both use one single Material

versed lichen
#

You can either buy an addon to do that for you in Unity, or do it in blender through the material combiner

pallid gale
#

it's not the end of the world to have the walls and floor have separate materials if they're tiling textures covering a lot of surface area

hazy haven
#

For me, it is a problem when I have 1838 Batches and 1262 Setpass Calls

versed lichen
#

Yeah that's a lot of objects

#

and probably realtime lighting

pallid gale
#

have you done baked lighting

hazy haven
#

I had a lot more batches but I managed to reduce it a tiny bit with baked lighting

#

I scaled down most of the objects (lightmap)

versed lichen
#

What does your scene look like ?

pallid gale
#

yeah a screenshot would help

hazy haven
pallid gale
#

have you made sure to set everything to static so it can be included in the light map

versed lichen
#

Use 4K lightmap

#

and disable realtime GI + realtime environment from skybox

hazy haven
#

I have every object, except pickup items static

#

okay I will try that

versed lichen
#

Check your batches with all lights turned off

hazy haven
#

and my lights are all baked, except for two which are only used on players

#

I'm going to bake again with 4k lightmap

#

All the walls are also combined into one mesh, I did the same thing with floor and the ceiling

versed lichen
#

@hazy haven Did you change the lighting settings too ? Do you get the same amount of batches with all lights turned off ?

hazy haven
#

Do I have to clear baked data before disabling lights or I can do it anytime?

#

Also, when I used 4K Lightmap, it increased the file size but didn't affect much on Batches

versed lichen
#

Odd that it didn't compress

#

Try 2K lightmap in that case

#

But please try to turn off all the lights in your scene and look at the batch count

hazy haven
#

so when I turned off all lights (also deleted baked data), I now have 477 Batches

versed lichen
#

That seems a bit more reasonable to begin with

hazy haven
#

I'll try to bake again, maybe it didn't delete the previous baked data and that's why it increased the file size

versed lichen
#

Lots of optimization to be done still, but i think that was mostly due to the lights themselves

hazy haven
#

Trying 2K now

#

With 2K Lightmap, I have 1879 Batches

#

Is it normal that it still creates 1024 lightmap textures but the first one is 2048?

#

and some of them are 512

versed lichen
#

ok, after bake turn off the lights

hazy haven
#

It seems like I had to manually delete the other lightmaps to reduce the file size. I turned off all the lights and it still has the same amount of batches

#

It looks like turning off Reflection probes reduces batches

#

from 1926 to 1661

versed lichen
#

In that case check the frame debugger to know what causes the batches

hazy haven
#

I enabled it after I clicked Test button

versed lichen
#

What's your water shader ?

#

Also can you screenshot any single object component/material in your scene

hazy haven
#

VRWaterShader2

versed lichen
#

If you disable the water does it change the batch count ?

hazy haven
#

I also use a lot of Box colliders on basic meshes instead of mesh collider

versed lichen
hazy haven
#

Is that the problem?

#

Disabling water didn't affect at all

versed lichen
#

That may be unnecessary, just keep it at On

hazy haven
#

Okay let me try that

versed lichen
#

Why do you have so many reflection probes ?

hazy haven
#

Each room has a reflection probe

versed lichen
#

Your mirrors are disabled by default right ?

hazy haven
#

I have 14 reflection probes

#

and yeah my mirrors are all disabled

#

It's 128x128

versed lichen
#

and they're all set to baked ?

hazy haven
#

Yes

#

I'm baking again, but this time, I'm using Cast Shadows: On

#

For a lot of tiny objects, I just turned cast shadows off

versed lichen
#

Do you have a depth buffer in your world ?

#

any volumetrics or screenspace stuff

#

does the water require something to work

hazy haven
#

This water requires realtime directional light for "Blending"

versed lichen
#

ah yeah that's poop

hazy haven
#

I set the water layer to Walkthrough

versed lichen
#

does it do anything to batches when turned off ?

hazy haven
#

It does nothing

versed lichen
hazy haven
#

I barely use any custom shaders

#

What if Probuilder is causing this?

versed lichen
#

Ok in that case go to Edit > Preferences > clear GI cache

#

then clear lighting and bake again

#

Probuilder sucks badly if it doesn't merge objects

hazy haven
#

I'm sorry for running into issues