#open-beta-discussion
19 messages · Page 19 of 1
Yeah
But you avatar will have one more bone and one more Phys Bone transform in your Performance ranking :p
adding an endpoint is still going to add an extra transform
there's no difference between a bone and an empty object in unity
Ik, but I wasn't sure if it's also counted for your performance ranking
@floral barn I feel like this could create a few problems for bone chains
why?
bone chains would then have those empty areas where the bones meet
not really a big problem though
so don't use it on bone chains
I'm suggesting it as an option
I've only wanted it on chains one bone long
okay yeah that's an valid point
I wonder if a skip root function would be good for tidying up messes.
So if someone has a root bone set for everything that's null and needs things to ignore that.
just set the bone after that as the root then?
More of a weird not-optimization hack.
I'm not positive, but I think that would mean less data but not less calculations, and the latter is the only real bottleneck
is this a known problem with building on android in the beta?
I have not seen that before
the descriptor doesn't look like it's working right either
I think your SDK is a bit broken
agreed, but why/how
will try importing it in android mode in a bit...
what is that bit about "animations: male", anyway?
I've never noticed that in the proper editor, is that a thing that can be set?
bizarre -- just switched back to Android again and this time it's fine. weird fluke
weird
How fix?
Error: Could not load signature of VRC.Dynamics.MathUtil:DistancePointToPlane due to: Could not load file or assembly 'Unity.Mathematics, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. assembly:Unity.Mathematics, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null type:<unknown type> member:(null) signature:<none>
I got something like that; I deleted the SDK completely and reinstalled the latest one
but bear in mind that might erase all your components (I didn't try)
I've done that over 20 times in the last week, and I'm not exaggerating
no idea then, sorry
Import the Mathematics and Burst packages in Unity's package manager
They are imported, updating now
But if a subversion on my maths was breaking all of it; I'm gonna break shit
and? was it that?
Testing the upload now
Actually fucking fuming
Gimme the servers
I have gods work to do
@bright jungle DM me
would probably get more/better answers by asking here lol
lol
This is an SDK bug that happens occasionally when switching build target to android. Simply close Unity and re-open it to fix the issue.
I’ve had it happen my fair share of times. It’s been happening less in recent times however
Is there a live release date yet?
The answer is likely soon™️
Well, does VRC ever announce big, major updates?
me already crying in the number of avatars i will have to update
I would have fun doing that ngl xD
but good job to the vrc team to make the physbones pretty easy to use and converting not too difficult 👍
You haven't even started? BAHAHa
Yeah it’s really good to use
Oh I am slow that message wasn't read, woops
I still have old SDK 2 avatars uploaded which are lost to time so I won’t be ever be able to update them lol
nah, im IK beta all time since i want to have a close eye on potential locomotion changing stuff, so i can push out update when needed for the "locomotionfix"
It's funny how the Dynamic Bone script is basically just everything in a list without any organisation or documentation
that's most C# scripts
Phys Bones are so organised in comparison
thats true, also limiting angles as well as pickable multiple child bones behaviour eliminates weird graphs, so well thought out 👍
I love how many things in Phys Bones came with tooltips to describe how things work
yeah it's really great
the vrchat team would be well aware of how many people would be looking at their code compared to the dynamic bones developer
I feel you on that o.O
updated 60issh, have both old dynbones/phys , didnt use the autoconvert it was abit bleh having to set isanimated off constantly
I'm on oculus quest 2 with oculus link, but I switched vrchat mode from the beta to the live version, game crashes when loading in
Is that issue still a thing?
I heard something about this a while back where switching the beta can mess things up
Just wondering, but is it planed to completely remove dynamic bones and force auto conversion at some point in the future?
The docs say as much https://docs.vrchat.com/v2022.1.2/docs/physbones
PhysBones is a set of components that lets you add secondary motion to avatars. Secondary motion lets parts of your avatar move given some physical parameters, making avatars feel much more real and dynamic with little effort. PhysBones can be used to animate hair, tails, ears, clothing, and much, m...
well, I really should have just looked at the docs xD
Btw the Minimum Displayed Performance Rank is missing the info of what happens when you have to many Phys Bones.
https://docs.vrchat.com/v2022.1.2/docs/avatar-performance-ranking-system#minimum-displayed-performance-rank
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is. This system is provided to inform users what is likely the most perfor...
Things explode
That's all that would need to be said
would imagine that it's the same as DBs, where if you have too many, it'll just disable all DBs for that avatar
that's conjecture though, not definitively sure if it's the same for physbones
does the DynBone > PhysBone converter not convert colliders yet?
I’m still using regular Dynamic Bones to keep feature parity with stable for now but I noticed that hair-brushing didn’t quite work on beta.
it should, even inside colliders
regular dynbones auto-converted just fine, but colliders didn’t
odd, that's worth investigating. anything odd about them?
nothing unusual: colliders on each hand and dynamic bones at each hair group, breasts, and skirt
(to be specific, the colliders are set on the index fingertips)
oh, maybe those get replaced by the built in colliders? I could see that being a thing
imo, using a one-size-fits-all solution for adding colliders sounds like a really bad idea in a game heavily reliant on user-generated content
and I know it wasn’t working because my hand was clipping deep inside my hair and not a single strand was disturbed
sounds broken one way or another
it works on stable
usually the built in finger colliders are pretty good
usually
make sure the bones you want to interact with have a radius > 0
maybe the old colliders are interfering with the process of adding built in colliders. I wonder what happens if you just remove them
bone radius?
yeah, physbone
yes they do
they always have, and so do physbones
it works fine on stable
difference is, physbones cant be bopped if radius is zero, dynbones can (but can be hard to hit the tiny colliders)
but if you don't set it then the collision wouldn't have worked even in DB
I think
is that wrong?
i didn’t even know dynamic bones had a radius parameter to begin with
is it 0 on your bones?
If that works in DB then PB should add that too. I haven't heard anyone bring it up yet
I dunno I think its useful to be able disable collision on a per-bone basis by controlling the radius with a curve, though perhaps auto-converted bones should be limited to 0.001 or something at minimum
@slender ocean @sour epoch They’re all 0.
well then that would be why you cant interact with them
submitted the bug report
I think having a collision radius of 0 should still just turn off collision, because with that we can use curves to turn on / off collision for specific bones. A better solution would be to give every auto converted DB a small minimum collision radius if they don't have a custom one.
There is already a canny about that
I feel like the Contact Count performance stats aren't working, I have 2 Contact Receivers and one Contact Sender
Enjoy it while it lasts, before you know it you'll be very poor
I have 3 Contacts, I think I'm fine xD
I am actually Very Poor anyway xD
So I don't think it matters that much lmao
So how do I get the open bets vrchat for oculus like so I can see the fizz bones
I'm a little lost cause I do have the open beta just dont see where I can activate the physbones
This is how it looks in VRChat
and that's how it looks in Unity
and also how it should be
any ideas why it's moved forward ingame?
Might be because there’s also a physbone component in the same object
that's not the problem, works fine on my Avatar (Phys Bone is used to grab the bat with the left hand)
The scaling seemed a bit weird, so I changed that
(uploading right now to see if it fixed it)
and that wasn't it....
I'm clueless
using a different baseball bat it now works
just experienced this when testing with a friend
ah yes, the edge falling. I get this a lot in the minesweeper world on Live
Use custom locomotion layers like gogoloco or locomotionfix, they try to detect a flapping ground state and if they do, they disable falling animations (does not help if ik is doing stuff itself)
I haven't experienced this with my Avatar, probably because I use locomotionfix lite
Yeah, it has this detection built in
to explain it shortly: that detection is basically looking out if grounded switches from false to true and sends itself into a roughly 1 second cooldown. if grounded becomes false within that cooldown, the cooldown will get reset and the check begins anew. Only if one has grounded = true for more than one second, it will allow a jumping animation to play
For some reason I'm missing a Values option, can someone help me out?
I'm using the most recent beta
it sends out the necesarry value to the parameter.
If it's a boolean, it will send it out as is, same with int or float
WDYM? So if my Parameter is an int/bool/float it will work without that box?
Yep!
just remember to spell both correctly
Practically place the parameter in the "parameter" box, and you're ready to go
Well, that's another issue, I have both my parameter set the exact same (via control c/v) and I get an error saying the Parameter is not found.
Is it on your animator?
Yep
well can you show the error message?
Could you also show your contact with it filled in, and the animation parameters? Let's make sure everything is okay here
Well have you placed the controller in the anination component on the avatar?
The controller or the FX? because Bow_Toggle is a Toggle Prop
Fx
Fx on the animator component on the avatar, otherwise unity doesn't know where to look
I'm still getting the error
Well that is odd
Does it also not work? because I'd recommend to test the functionality tol as it's a warning
it did not work
Well Skeleton_Pull is connected to an animation (not an immediate change), would that be a problem?
Not to my knowledge, it should work if it's set on the contact and the animator
is there anything that relates to collisions that should be in my avatar?
Nope, this error has to do with the animator
well, it's actually a warning
Warnings: 🟨
Error: 🟥
yea
Wait should I have a separate controller for the avatar itself? Because I'm currently using the FX for the animator
The fx is the animator
Unity will look for the parameter on the animator of the avatar
so having both the animator and the FX base as the FXController is fine?
why would you do that though
the one in the Animator gets replaced at runtime
you only need to put something there for testing purposes
Oh
I've got that installed
Is there a way for me to test contact receivers with avatar 3.0 emulator?
Just make a contact sender and give it a custom tag
Is mouse speed based on frame rate again?
could anyone tell me what is this?
what is the Test Marker for btw?
ah okay, thx ^^
wdym? i was just looking through to see new stuff
openbeta sdk has a bunch of stuff im not sure should be there
It might be containing stuff from the world jam SDK
If anyone can make a canny about it that'd be cool
ahh ok
Not anymore
The Emulator broke in the most recent SDK update due to changes in Contact behavior
Unfortunately the Emulator has not been updated yet
it still works for me
The Emulator works, but it cant emulate Contacts anymore
ohhhh
2.9.7 works? ive used it for some days
Anyone know why the default state on this animator seems to stick around longer than it should? https://files.catbox.moe/uojh6s.mp4
Here's what it looks like, and what I have the transitions set to.
Entry and Exit aren't set to loop, Default is
disable exit time
even when set to 0, it'll still have to wait for the end of the animation
er, well, you don't have any conditions so you can't disable exit time... I'm confused, do you not want exit time?
well anyway, whatever transition in this process that does have a condition, if it does have exit time, disable it
not seeing all your transitions so can't say for sure though
Ah, it might just be saing that since they're all selected... Transition from Default to Entry activates when the parameter NoseBoop is set to 1, transition from Entry to Exit activates when NoseBoop is set to 0, and transition from Exit to Default has no condition, just waits for the animation to finish
you can select multiple transitions at once but they'll all show up in that list top right and only the one that is highlighted will show up in the inspector
you cannot edit multiple transitions at once
Ah, gotcha
I'll disable exit time and see how that works
Something else I want to do is maybe set up interruptions or something so that it holds up if someone taps my nose quickly. Should I just make a transition from Exit to Entry that activates when NoseBoop's set to 1?
Oh, seems like it already works fine when that's being done. Nevermind
Thanks for the help Phase, I appreciate it
Yeah but not on the newest Beta SDK
Like, it works, its just Contacts that cant be Emulated anymore on the recent SDK
aka they can't drive the parameters anymore I would guess
since that's what got changed
They work if you use floats for contacts I think
cause it didn't work with bools for me
Yeah something like that
ah bools no mine are floats
(in editor)
Its weird
can test it again tho, pretty sure they work fine
Then youd be the first person I know that it still works for
yeah floats were the only way it worked back then, now you can use floats, ints and bools
and the emulator doesn't know that
out of curiosity, when would you want the new Momentum in advanced mode to be different than 1?
So, is the new SDK up for the AD beta?
The Avatar Dynamics Beta has been up for weeks
The SDK?
Ah, well tbh, right now the SDK is not a big deal for me
I'm currently working on making avatars
I just need a teacher
Because that's how I learn best (:
That's not what this channel is for, if you need help for creating an Avatar please go to #avatar-general or #avatar-help .
Sorry
This channel is for discussion about Avatar Dynamics, so Phys Bones, Contacts and so on.
I understand
If you need help specifically for those, that is what this channel is kind of for, but general avatar creation is in the channels DrBlackRat shared
Yup
Ok
Where do I join the avatar dynamics beta
#open-beta-info for how to get the beta client, read all of the information before you do
where do I find avatars that can work w this beta ?
Likely only used by people who do their own avatars and are testing, or in the world created by VRChat specifically for testing avatars. I can't remember the name, probably something with Physbones or Avatar Dynamics in the name
Thank you
https://youtu.be/PriDLyZW8XI
It is finally time to show off!
Here she is in full.
Nearly as ready as she can be for Live Release <3<3
Feedback, questions and comments would be appreciated as well as sharing!
I can't seem to switch from Beta to Live on the quest version of vrchat.
you can thank Meta for that lol - try switching to the Live branch, then reinstalling the game
If that doesn't work, wait a couple hours before reinstalling
well I am already on Live for my pc-version, just can't seem to find where to switch back, unless it's linked to the account.
Note that I never switched to beta for quest version, which means that it was likely account-linked, since the last time I used quest was last year.
It's not account linked afaik 
check the top of #open-beta-info for instructions on how to opt in/out of the beta
Is it known if theres an issue with the latest beta SDK where, if you toggle -any- float parameter, you simply freeze in place for everyone else in the world? You can freely move around from your perspective. But upon exiting the parameter, you simply teleport from everyone elses perspective but your own to where you currently stand? Because currently that happens for me lol
I do not know if this is somehow localized for me, but it happened over several worlds. It's rather odd.
My current SDK version is: 2022.04.14.17.35
Hey, i have a question about the Contacts parameter's called "Local Only",
on the doc they only say "Limit this contact to only work on the local client." does it mean it will only work for the one who interract with it or only for me ?
It'll only trigger for you locally. Other people won't see it trigger, but they can still interact with it if you have it set
But if you have the local that changes a synced parameter, the network sync will have the parameter eventually match up as far as I’m aware
okay thanks, so there's no way to make a contact that will only work for the one that clicked on it ?
for example:
i want to make a contact that do a funny thing when you click on it but only and only for the one who clicked on it and no one else
Potentially, yeah there may not be a way. Though I'm not sure
no, i'm asking if there's a way to do that ?
That's what I was responding to yes. I'm not sure if there is a way at all
because if the contact local is only for the local avatar and not the remote it wont work
okay
Depends on what you’re trying, the closest you can get is an effect that happens in a very tiny radius.
Otherwise you’d need to go down some pretty advanced paths to get an exclusive person effect
You can make it so that you specifically don’t see it using the IsLocal native parameter
the fact that i see it or not is not an issue, the real issue is that i want only a specific person to be able to see it
and not everyone
also, is it me or even with that "momentum" parameter there's still no real momentum in physics bones... i tried as much as i can to make a rope like object with/
pull : 0
momentum : 1
Stiffness : 0
immobile : 0
gravity : 0.01
gravity falloff : 0
it just keep wobble back and forth infinitely (for a really long time it seem to stop after a longwhile) without going in rest pose like a rope will do or like dynamic bones did...
it seems putting a little stiffness works but it seem like there's something else that also make the momentum not working correctly, like if i remove gravity and remove the stiffness to there's still something that make it stop even if there's no force to make it stop rotating
Hey dose anyone know the name of the world where all betas hang out?
That's because Pull is how much the chain wants to go back to its rest pose.
it's not pull but momentum
Pull would try to return it to the default orientation like a spring whereas for something like a rope I would drop the momentum from 1 and give a little bit of stiffness
I'm just playing with it now. I'm on 0, 0.95, 0.01, 0, 0.01, 0 just trying that out with collisions
exactly what i did and it works... but if i try without gravity it doesn't works as intended.
if you put everything to 0 except momentum to 1 and compare to what dynamic bone do with everything on 0 it doesn"t do the same thing as it should.
if you take something that have 0 resistance and make it rotate in space, it will rotate indefinitely (the result you get with DB)
but with physics bone it stops after a few second like if there's a phantom friction somewhere
by activating the debug menu and forcing momentum to 100000 it fixed it but it still seem stoping slowly and acting weirdly
when I put everything at 0, but momentum at 0, it spins around fine, but as you said it get's slower over time
as if there would be friction
exactly that's not a big issue but it's there and it is not normal
yeah probably not a big issue (idk any reason you would want something to spin all the time and use a dynamic bone for it), but if you want, you could still make a canny for it
it's for a sphere that i can spin around my hand like the sphere with songs and springjoint that everyone use, but i want to use physbone to make anyone able to grab it
would you need it to spin around all the time?
but i found another solution so it's fine i just wanted to make everyone aware of this issue
what's the solution?
no it's a little complicated to explain but yeah the momentum issue make me struggle to fix it
using a spring joint that move a really stiff physbone attached to the sphere so anyone can grab it but it won't do that slap-back i wanted when you release it
btw what would be the way to make it spin with dynamic bones?
everything to 0
if you put everything to 0 there's no force at all so it keep it momentum
it also get's slower for me, at least Iit looks like it does
yeah it does get slower too
yeah but not at the same way and it feel like it stop slowing at some point
but it takes more time
how would you even put it at 100000? xD
in debug mode
interesting
it's called spring in debug
that's probably worth to make a canny for xD
but even with momentum to 100000 you will see it doesn't work the same way as DB at all and the more bone you have the worse it gets
lol, they actually get slower really similar xD
ok with momentum > 1 and gravity unity crash XD
it's just that phys bones move around a whole lot why doing so
sometimes it does yeah
I got them to behave really similar @carmine moat, you wanna see?
the look mostly the same
me to i just put some stiffness for the last bones and it works well enough
okay i see it works too hehe
and this is how I got them to work the same way:
https://streamable.com/yjogj1
yeah but with immobile that strong it will be completely stiff no ?
you can also use lower immobile values
yup
okay so now there's only one issue i need to fix and it seem not possible... transform animation of physic bones XD
just check IsAnimated lol
not really
wdym?
can we vocal together it will be easier to show x3
so there's an issue with the animation of physic bones, the animation of a transform wouldn't work if your phys bone don't have a pull parameter > 0.
here's my canny about it
Is there a way to test/move physbones with my mouse in the editor?
Yes, use a camera and tag it as "Main camera"
then press play
You can also translate (move) the avatar in the scene view, to test physbones
(While in play mode)
will you be able to grab players by moving their root bone as a physbone?
idk try it out xD
Moving your whole Avatar might be hard, but you could make it so people could rotate you xD
Yay, turn speed in desktop mode is based on your frame rate again :/
https://feedback.vrchat.com/open-beta/p/1181-turn-speed-in-desktop-mode-is-based-on-frame-rate-again
It looks to only be the case if you uncap though? Otherwise having it match the refresh rate of my monitor seems fine.
hm I never really go below 60 in desktop, so it's hard to test
true
I forgot about that
interesting, it seem to only effect your turn speed when you have those higher frame rates
updated the canny post
This regression is back?
If open beta could be on the same network as live then that would be fun to be able to play with friends that can’t go on open beta bc they don’t want to and stuff.
it would also probably create a tone of problems
Yeah
Speaking of regressions, seems very likely there could be some performance regressions as well. During CM the other day, I came across some nasty hitches I've never really encountered during CM before. Was also our first time being able to test the current AD OB in an 80 player instance as well. Previously we had to hold off on it due to the audio bug that was rampant on it, but thankfully the audio issue seems to have been resolved as I hadn't come across it at all during the meetup aside from one minor instance where it popped for like a small moment.
Performance regression I was talking about.
How is your day blackrat?
so far it has been good xD
I will say though, it is very nice when a lot of people are loading in all at once (like when a lot of people are joining into the world) and things no longer hitch during that period of time.
interesting, when I help a friend updating his Avatar to Phys Bones he had performance issues in VR when ever we were testing it, I thought he might just have something open which he normally doesn't. Maybe there actually are performance issues with the current beta?
From me going from 4 years old to 15 it was a crazy journey
I wonder when physbones will be in the live version
I’m excited for it
I was also at the community meetup and had the same performance issues.
Im also on a ryzen 3900x that has 12 cores so if physbones are heavily multicored, it shouldnt be them causing the issues
Yeah, I was thinking of making one soon if no one else does
The bad thing that would come out from physbones being in the live version would be nsfw avatars
But right now Im making one for a seperate bug where collision checks dont get counted correctly if a collider is used by more than 1 component
>>Maybe there actually are performance issues with the current beta?
Could potentially be the case yeah. Gonna make a canny for it just in case.
good, I hope devs can make some performance tests
Physbones wouldn’t be a good idea being on the live version for quest bc of nsfw avatars. There are a lot more kids on quest than pc.
But overall I think physbones would be great bc of hair movements and etc
this has nothing to do with the topic of this conversation
Block and report people doing stuff they shouldn't be lol
😂
Why gate a feature off for something like that
especially considering Quest might have less dumpsterfire performance with physbones :^)
Wdym
Quest already struggles with fps
Yeah..
Doesn’t vrchat cap at 30 fps??
For quest
no
Hmm
it's the unoptimized content that's dragging it down to that
Vrc caps at whatever fps the headset supports. For quest, that's 72 fps in general.
Just vrc can be an intense game because of the user content, so it usually doesnt reach that
There is a possible way to allow it to always cap at 72 fps but the side effects can cause damage
Ty for creating it! You should also probably post it in the meetup discord for people to see Nevermind, you just did that
The storage can affect your vrchat fps most of the time
Also I normally turn off 120 fps cap and it works a good amount of the time
Sometimes when I use or have avatars that have a really high amount of mb I sometimes remove them or don’t use them so my fps drops
The higher the mb can cause your game to sometimes lag
This is a topic for #quest-general, not open beta
I just figured this out lol
Found a bug with collision checks https://feedback.vrchat.com/open-beta/p/1188-collision-checks-arent-counted-accurately-if-a-collider-is-used-by-multiple
oh gosh unity in light mode
I know, im a monster
as long as you don't use discord in light mode everything is fine
I dont, thank god
For some reason, unity is like the only program I like in light mode
your eyes will be thankful
I'm honestly surprised by how many new cannys were made for 1188, I really didn't expect so many new problems to come up.
Big changes cause big issues
I would bet it's not new problems mostly, it's just people reacting to the news of a release candidate being potentially soon ™️. So it's a rush to get bugs reported
yeah, it's mostly old issues which were just now discovered
are you on windows 11?
also wait, his cpu is thermal throttling at 32% usage 
ouch
me too lmao, having to make sure the right windows are on top and fullscreen is annoying
fpsVR do make it easy though
That something that helps with frames?
not really, it's just a tool to measure your performance
yes, it has a windows 11 section that ensures your currently running games are focused, so they are prioritized by windows scheduler
they snuck in a total chad feature for windows 11 users
She* and yeah, I'm still on Win10 :v
i forgor 💀
but ya if you minimize steamvr or vrchat you will see your cpu frame times slowly get larger until you crash
not fun
but @limber quartz it looks like you don't have good enough cooling on your cpu... is it a beefy laptop?
Might wanna do something about that temp, its definatly throttling 100c isnt healthy
Hopefully not; not much you can do to cool a laptop
beefy PC*
GPU: RTX 3080
CPU: i7-10700k
Probably some seating or thermal paste issue. I'm not sure.
very similar to my pc except half the temp
ayy it's an ez fix
that's gonna be satisfying, getting all those frames back just with some thermal paste
It'll only help so much. The issue wasnt the throttling necessarily, it was this beta performing much worse compared to live.
Even with the potential thermal paste/seating issues, she only noticed the throttling issues on this beta. If previous meetups were causing them, then I assume she would have noticed
I've alerted our residential benchmarker (@/Table) about the issue. Only problem is trying to organize a large group like that again and they were unsure if updates would be hold off on anything by next meetup. 🤔
ya I'm not too surprised large lobbies suffer from lag; with everyone being able to collide with everyone, that's a CPU nightmare
Mmmmh, but getting hitches like that is not common at all for me.
I've gone to Loner instances before and performed better then that.
Turning off collisions/pausing interactions atleast for myself, didnt do anything for cpu frametime. It was just as bad.
And my ryzen 3900x cpu has 12 cores, 24 threads and physbones are supposedly super multi-cored
hmm, so I haven't messed with PB with others very much yet, is there an option to disable seeing interactions between other people?
Yes, there's a button on the launch pad of the quick menu to just pause all interactions, even your own.
oh ok, so that button disables ALL interactions
cool
ya then I believe yall; would not be the first time we've seen random performance loss lol
Yeah, we'll have to see what it is.
It's kinda weird since the OSC beta also had a similar, but not as bad, performance regression that was fixed before it got pushed to live. And now we're having another performance regression with this beta
might be that your vram got hammered pretty well in that instance too. you can basically see it increasing/decreasing all time when you turned around, meaning it is potentially swapping out some texture files into your normal ram. A friend of mine made a post about that as well if your are curious: https://feedback.vrchat.com/feature-requests/p/texture-size-limit-as-a-setting
It is probably related, but Community Meetups always have 80 person full instances that get close to filling up vram. It's just that previous ones that were on live performed much better than this recent one that was held on the AD beta
But I've never had hitches as bad as that on Live before though.
what was the average performance rank of that meetup?
Meetups require medium or better
ok ya that's definitely not normal lag lol
yeah, i feel you.i guess that strong hitches you had are a result of multiple factors at once
other people have been noticing worse performance though, so it's definitely not just sal
sal just had it bad in that video
A few people in the meetup discord brought it up as well.
well xD guess the only option to properly test that is to have such a full lobby again. Or once they push it to live some events will test it out naturally
or for the devs to do some testing

For some reason a physbone that was working prior to the two last updates doesn't work with the same settings as before
it doesn't move at all
It's strange cause it moves in unity
are you using the latest SDK?
Yes
what are the Phys Bone settings?
just send a screenshot xD
they were moving before now they don't. It's not suppossed to collide but it doesn't even if I set it on or not
not even a bit, I alter the settings and nothing happens no matter what I change
so they move in unity but not in VRChat it self?
They move in unity the same with way no matter what setttings I use but in vrc I get nothing no matter what
it shows the phys bone there but it doesn't move
that's really weird
I mean your immobile is kinda high, but it should still move at least a little bit
immobile is abit high, try it very low see if they move
can you show us the hierarchy?
well, that's why it doesn't move then
doesn't matter whether a endpoint is specified though
I've already tried making an endpoint
still get the same result
It never needed an endpoint before
how does the bone show up in scene view?
as a capsule with the blue bellshaped angle at the bottom
hm
could you still send a screenshot please?
what is it attached to?
/ what should it move?
it's attached to a mesh with bones, object isn't turned on because it uses constaints, getting it to show in unity is a pain
hm okay
just out of curiosity, when you turn on the Phys Bone overlay in game, the blue collision capsule and the white line in the middle are completely static?
yes they do not move
no
then I have 0 ideas left
One thing, have you tried removing the script and adding a completely new one?
yes
hm, maybe someone else has any ideas?
will it not move at all if animated?
the bone transform or the PhysBone script?
physbone, if I am turning on the physbone script with an animation
if you want to animate the bone transform you need to enable Is Animated, the Phys Bone script it self sadly can't be animated :/
turning the script on & of works fine
do I need to check isanimated for that
just animating the values it self wont work
nope
Is Animated is really just there if you want to animate the bone position aka the transform
then this still makes no sense
Yeah even tried making extra game object, changing parenting. It will not move no matter what
I have a similar object also uses contraints it moves just fine
Hierarchy is also the same with this object too
I have a dieing feeling
that
the update is going to be out starting from here to the end of this week.
Just a guess.

Gotta be a release candidate first
The release candidate usually doesn’t last more than a day
Better private the broken avis lol
I think others have pointed this out, but we can't consider this a perf regression if you're thermal throttled (which, at 100C, you absolutely are)
Most (if not all) other profiling has shown a pretty massive reduction in frametime with PB
Just realized tupper said it isn't exactly a release candidate so now I have to really prepare my avatars for physbones.
I've had an avatar dynamics branch on my avatar project git that I've been working off of lol
Hm weird, other people also said they felled like the performance was worse though 
To be blunt, "people said X" isn't enough to override months of profiling. :V
I should really backup the open beta so I can swap between the installs easier. I have so many avatars to work on.
Just use git
yup, git is great
Sorry to go off topic but I fixed all my cherubs! (yaay)
I will try to use git at some point.
github desktop makes it a ton easier. You don't have to upload, just keep the repo local (but back up your drive in other ways, like backblaze)
make commits any time you make major changes, branch off for betas, merge in changes you want to keep from betas, etc etc.
Hm yeah kinda true, I suppose you have also done profiling for 1188 so yeah
^
My performance has been fine for all of my avatar dynamics testing.
But also there isn't enough PC players to test with to really see.
mhmm
Mine wasn't, I did only lag once but it was another one of those elitists who like to overuse components
y'know the ones, 400+ mat slots, 8 skinned mesh renderers, etc
Had a lot of simulated hair and accesories, I enabled it and dropped nearly 40 frames!
Hm. I'm imagining it was one of those native 2000-4000 DB collision check models that exploded on conversion because of addition of hands and fingers.
Those are the types of avatars I'll have burned in the barrel of hidden avatars.
Meh I've warned enough creators, if someone's avi crashes entire lobbies and they're too lazy to fix it it's more or less their own issue.
truee
They all must burn
I'm hoping for the day avis with obsessive amounts of material slots get burned.
Okay yeah I can't agree with worse performance xD
I just build & tested my world with 5 clients, with db on my avatar I had around 20 fps, and with phys bones I had 50 😅
(Switched between the ik beta and open beta)
Multithreading is doing it's magic
not just that, but in general Phys Bones run way better
Let's hope that we won't have to wait much longer to show the rest of vrchat our wacky creations lol
yessss
I mean, to my local timezone I can go to bed and wake up with a patch, they always release around 3 am here
it probably didn't like me building & testing my world every 2 minutes with 4 clients
It just kinda went "that's enough buddy, that's. that's enough! buddy.
like, give me a warning okay? xD
no more testing performance for me then I guess
I just wanted to do one more test with DB meh
Then it may just be something happening in larger lobbies. We had 80 real people in a lobby and most people were having issues worse fps than normal.
My cpu should have been running better compared to a normal meetup, but it was far worse.
Hm not sure then tbh
That test also isn't really scientific though tbh.
To be actually sure you would need everyone in the same Avatar at the same position etc
One with DB on live and one on beta with PB
Mentioned this with @noble sluice and could try to organize 80 people together in his planck world for a more controlled test.
hmm I mean yeah we could do that
but isn't stuff like that more up to the devs then to players?
It wasn't so much low FPS I suppose as it was, frametime just absolutely going down the drain with hitching.
I would have loved to atleast conclude my own test, but Photon was no more testing for you
When the community manager is dismissing the claims, we kinda have to start profiling for ourselves
hm yeah
I don't disagree with @wind talon, but something else was up other than that as I've never had that sort of frametime hitch happen at a full community meetup before.
Just wanna be certain my assumptions are wrong before this thing ships.
As before Sunday, we never had a proper opportunity to test in an 80-player instance before. (Was blocked from doing so due to audio bug)
Depends on how much profiling they do for every beta update, I'm sure they will be doing at least some before it goes live
They've also got Table who provides plenty of benchmarking data for them and even they seemed concerned when I showed them the canny earlier.
They wanted to try organizing 80 ppl together in Planck tomorrow (Tuesday)
Vrc also doesn't do much profiling for larger lobbies. Updates have shipped before with performance regressions that were only found later in the week from large rp lobbies having issues
Hopefully it provides good data! I'd want to join if you guys need people at all
let me know when that is happening, or is there a discord where that will be organised?
General question. Is there a good way to get the contact receiver to better shape like a semi sphere?
I'm trying to utilize the capsule shape, but it seems that if the radius is greater than the height it overtakes the height
sorry to detract from the performance discussion :x
I will have to let you know directly ^^;
I'll also try posting in here as well~
thanks ^^
Essentially trying to make a button that utilizes the proximity receiver to press it
I don't think there really is :/
had the same issue earlier
Dang, I'll have to just have an awkward amount of collider under the floor then i think
you could put a lot of small contact receivers next to each other xD
what is that for btw?
Trying to make a footwork practice game thing
where you place your hands in the middle then kick out to individual buttons
and go between 6 different buttons
Ahhh sounds cool
So in this situation you would hit the middle right button
Sounds fun
Avatar's should not brake...
Auto dynamic bone conversation
They do buddy, they do.

auto conversion on some avatars ingame are... interesting, seen some giant colliders
^
It needs some work then
Before it had in game auto conversation and SDK conversation
Conversation X,D
AYGWSHEH
Not likely these will be updated , old ones ive seen it on , like dirt old
I just got out of VR, my typing is scrambled
It mostly seems fine for me tbh
The auto conversion
Especially since the last beta
Had a few that their collider was bigger then the world, clicked and looked at stats, it was hiddious
its avatar to avatar
Avatar SDK replaced Dynamic bones with Physics bones with eass
some will update fine some wont
Like cherubs, they are FUCKED.
its rare , not often you will see on thats totally messed up, but they stick out
Worked fine on my Taidum
They are fucked when I use them, And that's the official unitypackage
What broke?
If they are on a humanoid bone 🔨
cord physics go SGEUSHS
Cuz I have so much shit on my model. I'm not redoing it all unless VRChat upgrades to Unity 2020. (Even Better, Unity 2022)
In that case, then I'll 100% redo all my shit
Cuz then it's worth it

Redid 70 something avatars cause i might as well fix the radius to match it better, then a thin line
Would be so annoyed if I had to redo everything
Everything is animated, and most of my toggles have custom icons.
You most likely will have to, unity is a bitch
I mostly just turned off Is Animated for stuff which didn't need it and set some limits
So stuff doesn't clip through my body
My Quest avatar on the other hand
I optimized the shit out of it
It's medium performance, still has working toggles and everything. Still looks good visually.
I fixed it up to allow the import of Physic bones.
That's great
all my public avis are medium, I am not part of the E-avatar group
Good
For Quest. Medium is the best you can get before it looks like Shit
For PC, Best you can get before it starts to look like shit is Good performance.
Sometimes Perfect, but rarely.
E
Dynamic bones converstion is... interesting at times currently. Had clothing with dynabone cloth just balloon out because of colliders expanding and had jiggle go from 'just enough they don't look static' to 'I've used cheat engine to ramp up the jiggle physics to be 200% of DOA Xtreme Vollyball 3'
can't wait for the live update, being able to have bones at a party and not lose 20fps sounds great
Ikr it’s going to be so fun
most my auto-converted bones dont even move lol, I think its the max angle
For cases like that you're likely going to have to go back and reupload a version you've converted and then tweaked/fixed.
does anyone know when the open beta complete update is out?
Everytime tupper becomes active something is bound to happen
How will the phys-bone effect pc?
Performance boost of around 10 - 20x compared to Dynamic Bones
Even if worst case scenarios Phys Bones still perform over 10 times better than DB
Ohh will you be able to switch phys bone off?
For a while after release yeah
But that feature won't stay forever
You will be able to toggle off phys bones after the update for some time, but DB will be completely removed at some point
DB suck
They're extremely performance heavy and I'm glad we're leaving them behind for good
ah I thought dynamic bones looked more lively and nice I’m not too sure abt phys bones
You can get pretty much the exact same look
At this point phys bones offer more features than DB
ghhhh not too excited abt them being removed
I mean, it automatically converts all DB into Phys Bones as soon as the update hits
And by the time the DB toggle will be removed enough Avatars with properly set up Phys Bones will be uploaded and released to make a seemingless transition, that's the goal
I’m gonna hope they look better in live version then
They already look really good tho?
Unless you're talking about auto conversion
But that will never be 100 % accurate for all Avatars
If you never used radius on your dynbones, convertion not gonna add it for you (impossible to grab)
Phys Bones that are properly set up by hand have basically 0 visually difference to DB, if anything they offer a lot more freedom
Auto conversion kind of screws a lot of Avali avatars tho lmfao
^^ that’s what I’m not excited for
< phys bone with radius added in unity , auto converted that had no radius>
It's mainly because they have a wing bone right next to their hand
So when auto converted, they will always grab their wing bone when trying to grab anything, making it impossible to grab other people's bones and stuff
daily reminder that if you have a specific example where auto conversion looks totally wrong, please post in the canny with as many details as you can like the settings used
nothing about auto conversion is set in stone, if you want it to be better then they need more datapoints to work with
and before a lot of issues were because the simulation was completely different, but now with advanced integration, the auto conversion has the potential to match if the settings can be translated correctly
Every time I hear complaints about phys bones I just look back and it’s the same thing as Av 2.0 creators clinging on to not go to Av 3.0
well, av3.0 didn't try auto converting from 2.0 😅
True, there’s even less reason to complain now
People will always complain lmao
Changes = Bad
Even if those changes are good
People fr complaining about a 20 times performance uplift
Cause they gotta learn a single new component which is almost exactly the same as DB

they can live with their dynamic bones, i'll just use the autoconversion and they can suffer

But all the tools they use so they can click one button and everything is done for them will break. Now they actually have to learn something
Not gonna take long for new tools to arrive tbh
Wouldn't be surprised if Dread is already cooking smth up
imo, auto conversion should work in 8/10 cases and it would be good enough
no point in delaying feature because of dynamic bones backwards compatibly
Content breaking over time is just the nature of a game like this, it happens
Technology advances constantly and its not always guaranteed to be backwards compatible
Humans for you lmao, I know I am not any different. But it's better to be excited and look into the changes so that you know the benefits. But some people don't want to
Auto conversion only breaks when the user wasn't utilizing DB very well, or the DB was so god-awfully put together it was unstable to begin with
i'll take a new system thats mildly painful to use but incredibly optimized than a system thats easy to use but not optimized at all!
For me Phys Bones are way easier to use than Dynamic Bones, it so more organised and documented.
Gizmos are nice too.
Dynamic Bones is like some script a dude made and put on the Unity Asset Store, heck the Neos developer even made their own "dynamic bone", although that is set up in runtime (like everything else in Neos). 😰
I wonder how much money the Unity Asset Store guy earned from VRChat users paying for it. xD
It's been the #1 selling asset for years
The answer is probably enough money to drift for years
Kind of making the assumption they know unity at all. Lot of people have bought one or multiple 30-40$ avatars off gumroad and now with the new system they might be broken with no understanding of how to fix them. Not saying it's a reason to not use avatar dynamics but it's easy to see why people would be upset. Especially if there is no guarantee the original author will upload a fixed version
There is literally a fucking button to auto convert them in the SDK
There is no excuse to not use PhysBones
Sdk2
I don't wanna learn how to make decent functional avatars I wanna stay in defunctland!!! 😢
At some point the vrchat team will have to violently dropkick support for sdk2

Support was already dropped; that’s what deprecated means.
Use it if you want to but it’s at your own risk
The only way to get people to do something, is to take the thing away right before there eyes most of the time
SDK 3 if anything is easier
They are not going to do that. They will stop accepting new uploads of SDK2. Old blueprints will either need to be replaced with SDK3 or just eventually bit rot like all the Unity 5.3 uploads that are still in.
There is no benefit to deleting blueprints
It’s not to say they will keep working forever. Once they can’t be updated with new versions of unity unless it’s converted to SDK3, the shaders will eventually bust
I will say SDK2 was better for worlds but avatars? SDK3 easy
This is coming from someone who started with 3 for both
SDK2 was absolutely not better for worlds. Udon is an actual language, I don’t know how people handled triggers my brain just doesn’t work like that
SDK3 is better for worlds because of all the functionality of Udon, but it also opens the window for horrible coding practices
My world’s were nothing but static models until Udon came along
That's on vrchat's end, if they can't supply us with the right tutorials that's on them
In my experience 99% of SDK2 worlds outperform SDK3 worlds at least on the Quest side of things
That’s just because they simply weren’t scripted at all
An SDK3 world that also isn’t scripted is going to be the same way
And again, this is coming from someone who actively works with and uploads SDK3 worlds with custom U# scripts and graphs
My point being
I feel like they shouldn’t have discontinued SDK2 worlds
Because it’s easier to learn and more performant most times
Convo was literally about how it doesnt always convert properly and some users might not have the know how to tweak it but go off I guess
Do you want to make your Worlds with Triggers just download cyan triggers
Nah I don’t have a need since I started with SDK3
But I have lots of legacy creators who prefer 2 and wish it was just still an option
SDK3 isn’t more laggy, people are just actually doing complex things now
Because you can’t on SDK2
I’m aware
The HDS series worlds sorta did do complex things with SDK2
But it again also leaves the door open for coding bugs that SHOULDNT lag but do
And how does having SDK2 as an option solve that door being open
Great example: one of my favorite worlds runs flawlessly but due to a U# error, the master of the instance will get horrible stutters and frame drops into the 20s
It solves it because this world is very basic in function and doesn’t have many complicated scripts running, all things that COULD work on SDK2
But that’s not an option, so instead it uses custom scripts that accidentally cause horrible problems
Then you could accomplish the same thing without SDK2. There is no benefit except you’re expecting some people will intentionally choose an outdated version instead of just grabbing something like Cyan Triggers. You shouldn’t be protecting users from themselves.
Giving people a reason not to update is the opposite of what you need to do lol
I’m just saying the trigger system is faster to learn than Udon. If it ain’t broke and it’s quick to pick up and you don’t plan on making complicated scripts, it should be an option
Perhaps a future SDK3 Lite or something to the effect
I would not say this is true
SDK 3 if anything is easier
Maybe for some, not for everyone, certainly not for the majority. If you are learning either SDK2 or SDK3 as your first, SDK3 is easier. For both worlds and avatars, for most people.
and like most people are just going to be dragging in prefabs that are people made so how easy it is to code is not much of a relevant factor for folks just trying to make chill bedrooms
I was completely baffled by udon when I first picked up SDK3 for worlds
For the most basic user, “ just edit the proxy animations and rename them to not have the word proxy” is easier than using an animation overrider in SDK2 and filling up the slots
I already said I agree that SDK3 avatars is better, just believe Udon is too complicated for noobies
for some reason only the last bone in the chain will move, all of the other ones are completely static, no mater what I do
It took me far too long to set up teleporters and mirrors and there’s no way I could’ve done it without tutorials
I used to have one of these with my cherubs, fixed now, but assertion issues are internal script errors in C#
how did you fix it?
hm
Rotated in the wrong direction, maybe?
Anyways, I've updated the docs for AD/PhysBones.
Waah!! God there he is again!
We're inching really close to a candidate now, aren't we?
not really, I woke up really early and didn't have much to do 🙂
but also, maybe
who knows
I never fully understood how powerful curves were until recently
It's not getting better
Seems like one of your curves is broken doc
Had a few of those errors, not sure what its caused by, maybe a really wierd curve, have some thats small at start and end, but not the middle
will we get a beta for the group functionality, actually? since that was also on the roadmap
yeah some curves in the phys bone script created those errors for me
I'm sure Tupper will let us know all about groups if there's an upcoming beta
It's his baby after all if I remember
Best bet is to not worry about it
It'll come when it comes, probably after they finish the main menu ui update
We'll see
I'd still disagree there. For a total newbie, a node based language like udon is easier to set up simple programs than doing the same with triggers and animators.
I'm talking learning either blind without prior unity experience
hmmm this will move fine with dynamic bones, but with phys bones only the last thing in the chain will move, any ideas?
I really don't get what the problem is
Think you missed a spot. This isn't true anymore
I found out why
yeah, that's also why only the bottom one moved
because it's bigger than the other ones
hope this will be fixed before a release
Maybe also add the same warning there is on the component, so that it should really only be used if the bone transforms are animated and that it is better to leave it disabled when not needed for better performance.
how do you display collision boxes in the newest release? can't find the option anymore
You mean the Avatar overlay ?
One thing I want added to physbones is update rate
I don't think that's something we will get
What is the update rate from Phys Bones btw?
believe it's the same as the defaults from dynamic bones which is 60
probably?
only reason for adding update rate would be to mimic the miles morales style for deforming
if so it's still just in the action menu
oh alright
miles morales? xD
from the spiderverse movie
like looking like you're either lagging or a low frame rate character
yup, know I know what you mean xD
That'd be so cool
Spider-Man: Miles Morales PS5 - Spider-Verse Movie Suit Free Roam Gameplay! [4K Gameplay] One of the coolest alternate suits in Marvel's Spider-Man: Miles Morales is the Spider-Man: Into the Spider-Verse Movie suits! In this video I showcase some gameplay with the suit in both Performance Mode and Fidelity Mode. You can see the Spider-Man: Miles...
It's be like this
Was making a canny post and noticed my icon was extremely old and wrong.
How do I update it?
It doesn't match whats on Vrchat and the upload image button doesn't work :x
yeah that icon thing is kinda broken
😢
at least you don't have it as bad as I do........
D:
Mine was an avi I bought and then realized I didn't like it and never used it again D:
wait I found the post https://feedback.vrchat.com/open-beta/p/1181-update-rate-setting-for-physbones
I have to say this looks fucking hilarious xD
One question, when I allow friends to be able to interact with me, but they have their interaction set to Nobody they still can't interact with me, correct? Both need to enable interaction with each other for it to work.
yes
it should do that iirc
okay good, wasn't sure if it only was an, if I allow you, you can touch me, even if you don't want to
yeah both users need to have it allowed
the hand icon should be changed then tbh
change it back to the handshake, the handshake was helpful.
since just because the hand of someone is yellow, doesn't mean I can interact with them
make a canny for this
please
(i can't rn)
not feeling like logging into vrchat on my phone in public with people directly next to me
I think the best way would be to show the hand icon just like now if they allow me to interact, but show the handshake if we both allow to interact with each other.
how useful
let just hope for it to be implemented
imo it would be cool
I mean just the hand alone is kinda useless ngl
since it doesn't really tell you if you can actually interact with them
you would still need to look in to your menu to see if you have allowed interaction with them
me hoping devs watched this conversation so far
idk they probably have other things to do xD

literally my first thought when i got into the new version of the dynamics beta was "why the fuck did they get rid of the handshake"
lol
Do you think the AD update will be released later this month, early-late May, or early June? I just wanted to know what people's thoughts were
I'm just waiting for it to be Network-Compatible (which probably won't be until release-)
If you ask me, VRChat needs kinda what Neos has
Would be nice to actually hand people files
(for trusted people of course)
That’s the fun part
I'd like to take an image, or video, or unity package, and hand it to someone in game. Would be a nice VRC+ perk
Like hand it to them like a card

I wish we could let certain people access private avatars, it'd me much easier to do commissions that way
Yeee
A Id whitelist
Allowing it to be uploaded under more than one account
Couldn't that be abused? With bad creators removing access after time
Good point
Would being able to transfer avatars be better?
good lord no
inb4 people spreading malware
Good lord yes
"Trusted users"
people already run shady .exe files from randos in discord DMs
Imagine handing someone a rickroll lmao
implying that trusted user rank means anything
implying people use the safety system
yo man download this
(totally not a virus.exe)
yup
neos is more of sandbox then game about chatting
vrchat trusted rank does not mean they're trustworthy in the slightest
Yea maybe just photos/videos/YouTube links
trusted users here can't actually be trusted with that kind of thing
being able to send arbitrary files ingame is so not a good idea imo
Omfg not what I meant.
Sjrjivnsnvks v

there is no good way to establish actual trustworthy in this as a mechanical system in vrchat
and vrc plus would not be a suitable mechanism
The ranking is more based on how much you played (and play time =/= trust)
I say one word incorrectly and I get instantly backlash. I'm on a phone, otherwise I'd love to give more

I don’t think Valve is going to permit FTP in a game on their platform
skill issue
too true, knew someone who got deranked and got trusted again. He did this five times lol, we all joked he was prestige 5 lol
What I'm saying is... For the the metaverse to be a metaverse, it needs to be a more open platform
You need to send files,
Screw the Metaverse I don’t want one
I wouldn't go for exe/zip files tho
With the input of "bad idea" you need to be safe using the internet all together.
vrchat has never described itself as the metaverse
again, videos and images
yes and a chat mod would probably whack you on the head
1: this
2: being able to send files ingame is a terrible idea imo, and would lead to malicious use nigh-instantly
We're trying to be reasonable not mean (or at least me)
In a public forum that's a lot easier to moderate in real time
where you don't have kids who will gladly run any .exe file you give them
Why not com back to the topic of this channel....
The open beta
yea
I'd see it used for more harm than good, especially based on the toxic side of vrc
also ye, beta




