#open-beta-discussion

19 messages · Page 20 of 1

timber jewel
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This month

shrewd estuary
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freevrchatplus.exe

olive hare
timber jewel
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Yup pretty pog

jade flicker
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I've been hearing reports from some people that the new bones are actually struggling with performance and are actually perform worse. I've yet to see this and disagree with that but just wondering if anyone has any performance issues

bright jungle
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note that no official ETA has been given for the update

hazy geode
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There fault

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Just saying, something called a filter system exist

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I can't send malicious files through Discord

jade flicker
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lmao

hazy geode
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Filtered half the time by Discord themselves

jade flicker
#

this dude

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is he fr

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of course you can

olive hare
bright jungle
bright jungle
timber jewel
jade flicker
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Where be the chat mods when ya need them

hazy geode
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I was talking about features, this bera chat after all

olive hare
jade flicker
bright jungle
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this is a chat for the current open beta, not for feature requests

timber jewel
hazy geode
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Yea, I go to off topic and get my ass chewed for talking about VRChat

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Hush

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Lol

olive hare
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ight imma go play minecraft ✌️

jade flicker
timber jewel
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I have done testing earlier with Dynamic Bones I had 270 FPS with Phys Bones I had 290 FPS

bright jungle
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physbones are much more lightweight, and use more than one core unlike Dynamic Bones

olive hare
jade flicker
# olive hare I've barely used the beta

Fair enough, same here. Most of my mates don't touch the beta so I kinda haven't bothered putting a huge amount of effort into creating unique stuff yet which is unfortunate as I've seen and lot and also have a good amount of ideas planned out

olive hare
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I've tried it for 1.5-2 hours max

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in total

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But it's still interesting

jade flicker
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I am hoping this gets pushed live soon

olive hare
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absolutely

jade flicker
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but that is just hope lol

olive hare
#

Well in #open-beta-announcements they mention how it's not a release candidate yet so I'm guessing there's one coming soon

timber jewel
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There aren't many big feature request left, it mostly just comes down to fixing issues now

tender dome
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wheres my haptic feedback umarucryjpg

jade flicker
bright jungle
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hapticspls

olive hare
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I think after my Minecraft session I'll check out the beta

molten cobalt
tender dome
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im talking about with physbones

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interact with hair and your controller go brrr

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that sort of thing

bright jungle
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also, being able to use colliders to affect other people's physbones could be cool

near grove
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my hype is unreal

olive hare
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wait there's vibration support for other people's avatars??? (NOT IN A WEIRD WAY)

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I just think like pushing a button will feel real

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Like the little showcase robot dude

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but immersive

sullen elk
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I really want haptic feedback so I know when I’m in range to grab something

near grove
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unlikely, but theres an unfortunate chance of sdk 2 avatars/worlds not working in the future

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probably not any time soon but… a possibility several years down the line

inner creek
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Please no

opal pasture
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The hair has three bones (left, right and middle) but not a single one is being animated when I leave the root transform as none; does this have something to do with them being parented to the head?

inner creek
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Sipbox, my controllers don't last enough as is, I don't need them to go brr more.

open kite
tender dome
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but i dont want trickery

open kite
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I knowwwww

open kite
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It would be sick but also kind of abusable I guess

timber jewel
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what "bug" ?

raven laurel
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all i see is error in console

small surge
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🤔 uuh

hazy geode
small surge
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nice ripped model there

timber jewel
hazy geode
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VRChat on it's own runs on 1 core,

timber jewel
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no....

hazy geode
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Yess?

bright jungle
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you can open task manager right now and see that it runs on multiple cores

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dynamic bones is singlethreaded, the game is multithreaded

timber jewel
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VRChat has always been multi threaded

bright jungle
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do you really think that every Unity game from 2019 and back is singlethreaded

hazy geode
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Cuz I check my live processes

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I only get 1 core used

raven laurel
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first check console and all errors.

hazy geode
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I have a 6 core processor

timber jewel
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yeah, thats because of db...

hazy geode
bright jungle
# hazy geode

1: cropped screenshot with no source
2: cropped screenshot with misinfo

small surge
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casually post a image showing its a ripped model, expect help 🤔

timber jewel
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ah yes, single threaded

bright jungle
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disable DBs on live via the config file, then check your CPU usage

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alternatively, check your usage on the beta

hazy geode
bright jungle
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yes, because that's incredibly common misinformation that's been spread since DBs have been in the game lol

hazy geode
small surge
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Never one core, dynamic bone is only thing left

bright jungle
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hearing it from multiple people does not mean it's true

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a lot of people say the earth is flat lmao

timber jewel
hazy geode
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I want to use windows 11 so bad, but Oculus says it isn't supported

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=w=

gritty moat
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Can someone tell how to add physbones to a quest avatar?

hazy geode
raw forge
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Windows 11 is bad in itself

hazy geode
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Ah I see

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I was wrong

tender dome
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windows 10 is still much more stable

hazy geode
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Yeaaa

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Ig

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Only peace of software stopping me from upgrading though is this:

1. Wallpaper Engine
2. Oculus
3. The Idea if needing to fix my settings all over again

But that's a convo for another day

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Would it be smart to use the beta SDK and get all my current models ready for the new update?

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Or should I just wait

sullen elk
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I feel like my new build coming with Win 11 was a mistake because I feel like I nerfed my OP gear :(

wheat pelican
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Any updates on the release date?

timber jewel
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nope

wheat pelican
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Alright thanks

hollow hatch
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If there was, it would be in the announcement channel likely

queen geyser
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Is there anyway to get rid of the open beta to get back to the live version that actually works on quest 2 because I would really like to know so I can get back to my friends

hard pond
queen geyser
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Okay I’ll try that

tender dome
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what are good use cases for "hinge" and "polar" angle limit types?

timber jewel
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For Polar I would say hair, strings on a hoodie and so on

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so small things on your body which you don't want to go through the body

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Hinge is more for funny stuff like levers etc.

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not that useful for normal stuff

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I use it to pull the cap of my hoodie over my head for example

tender dome
timber jewel
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hmmm I would say you can use both

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but yeah you could use angle for that true

sullen elk
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I use Hinge when I want to measure the angle of a swing but at only one specific orientation relevant to the prop, i.e. swords.

timber jewel
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thats also what I do for the cap of my hoodie

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Use hinge to get the exact Angle value of the Phys Bone to then use that for a blend tree

sullen elk
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I don't see Polar having as many use cases however it is nice to constrain yourself into movement within only two axis instead of full three without having to be equivalent to hinge.
It's Hinge+

timber jewel
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yup

sullen elk
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Quality use case for Polar lmao

timber jewel
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lmao

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there are a few reasons for it in there I think

tender dome
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im seeing it as like, hinge for one axis, polar for two axis, angle for three axis

timber jewel
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thats a good use case for polar

inner kayak
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and max angle rotation to limit it so it doesnt clip with my body

sullen elk
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That's a very smart use ^^

outer python
muted bloom
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Since the polar angle limit is sort of a rectangle drawn on a sphere with dimensions you pick

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Pure angle limit is a circle drawn on a sphere

inner kayak
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is there any way to keep the bone from doing a 180 when its pulled opposite of its rest pose?

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ima just assume thats how the math works, but its annoying and means i'll need to have my chains point backwards at rest to combat it

tropic forge
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I am not sure about avatar DB visible disappeared bug. I know what cause by use afk steam overlay in Live. That avatar is DB and upload by 2022.04.08.17.32 SDK. I don't know about beta because I can't ask people in public. my friends busy. I am deaf. I can't conversation without keyboard chat or draw ink.

wintry notch
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Are there any tutorials on how to make an avatar togglable button that plays audio with a receiver

wintry notch
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I'm trying to make it so that whenever the contact is touched, audio plays but it won't play

muted brook
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would yall recommend I convert my avis over now? or do yall think that there are some more major changes in the pipeline?

timber jewel
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Apparently the Force On button doesn't work when you have your Avatar Interaction set to Friends only, it does seem to work fine though when you have set it to Nobody.

keen nova
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Quest 2 just arrived, time to test out AD bones on the quest.
(And struggle to get off the beta, lol)

drowsy quiver
tropic forge
warm cedar
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I don't wanna sound rude, but I had a stroke reading that

vague wolf
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Who here is counting down the days for the live release of the avatar dynamics

wheat fjord
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I'm eagerly awaiting release but at the same time, if something isn't working on release, I just hope they fix it without breaking updates. Don't want breaking updates in general (that cause us to have to rework our avis physbones and other AD components). The last breaking update was managable, but I did lose some angle values that weren't in my quest versions (I used the old quest angle values as a reference because it wasn't not at all outlined that we'd lose angle limits). As long as that doesn't happen from now on. I'm good with a release at this point. Intertia's been added.

They most likely want to make sure all bugs are gone before release, though, and there's probably some things I haven't experienced personally.

Wouldn't be surprised if this Friday or next we see the first (and hopefully last) release candidate.

vague wolf
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Oh damn

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I havnt worked with Dynamic Bones for a bit so I didn’t know about this

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Does the chest have separate bones? Like for each breast and such?

wheat fjord
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Do this

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Create a gameobject that's a copy of the chest

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Put a physbone on it

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no movement?

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Oh you have end bones

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You could also put them on the Breast_L and Breast_R

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There's just no breast root, but it can be done either of those ways

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How exactly is it clipping?

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what is your angle type set to?

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Do you have a gravity value?

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can you screenshot the settings you used

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also screenshot the view with the physbone gizmos showing

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You can use snipping tool btw

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or xshare

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for screenshots

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this is the problem the ends are set to the floor and ceiling

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let me look at your settings

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You entered an endpoint on X

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remove the endpoint on X and show me the result in unity after that

inner kayak
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update your sdk kzCheshireBonk

wheat fjord
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Yeah that is the old sdk too

inner kayak
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where’s the advanced mode? where’s gravity falloff Scared

wheat fjord
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she has an endpoint position on x

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where those cones are is where the bones are going to move

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they should be point outward towards the breasts

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not to the ceiling or floor

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remove the endpoint position from x

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screencap?

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the scene view

inner kayak
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the sdk is different in vrchat and in unity because you are using an old version
update your sdk before continuing to debug #open-beta-announcements

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there will be differences if you aren't up to date

wheat fjord
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yeah this is the sdk you should update to - but before you do

inner kayak
small surge
wheat fjord
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make sure you take NOTE of your angle limits!

wheat fjord
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make sure before you update, you record on a notepad or screenshot your angle limit values

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the new sdk will affect them

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I was able to get all my avatars working on the older sdks just fine

wheat fjord
shrewd estuary
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so how's the open beta

wheat fjord
shrewd estuary
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i hope they add the handshake nameplate icons back
they were more helpful imo

wheat fjord
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They're kinda expecting you to know your own settings

shrewd estuary
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minosdance true

wheat fjord
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with the new blacklist system, I can see how their might be reason for it to make a comeback, but I'm not too concerned. I think you easily reset that list just like you can with volume settings per user

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I'm not sure if its a blacklist or whitelist or both

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But you can set interaction on a per user basis as well now

shrewd estuary
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ye

wheat fjord
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I wouldn't want to be whitelisting a ton of people, it's likely gonna be a blacklist for me but in certain publics I may set it to friends only

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In the open beta I just have it set to everyone

opal pasture
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does anyone have any idea why I can't seem to put any physics on the hair bones? does it have something to do with them being parented to the head?

timber jewel
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you need to set an endpoint

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or manually add end bones to the Avatar Armature

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Unity has no concept of bone length that's why you need an end point so Phys Bones know where to end

opal pasture
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What i mean more-so is that even if I select the hair bones as the root transform, literally nothing happens

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They're the only part other than the head itself that won't work

timber jewel
indigo sluice
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not sure if it's worth reporting, but it's only happened to me while in the beta - occasionally i'll get a "connection to VRchat lost" message, and the world will boot me, reload the same instance, and continue as usual. but one time that this happened, no audio data came through (avatars mouths not moving, not being able to hear people talk, world audio was fine) and I reset VRchat to get back to normal.

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this last weekend i was in vrchat (not in beta) for maybe 5 hours straight and this never happened, but i got the error 3 times within a 2 hour session with the beta earlier today (where the audio bug also occurred) I hope this information helps! I'm very impressed w/ the beta so far

noble bramble
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Proximity float jumps to 0 when receiver is disabled, even if synced. Any way to preserve the value?

mossy python
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Have the parameter for the proximity contact drive another parameter and stop driving it when your contact is disabled

noble bramble
mossy python
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You can make 10 or 20 different states with parameter drivers that get driven by your proximity contact I mean

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Unless it has to be a super smooth animation which at that point not sure how to tackle your issue

noble bramble
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yea i figured its possible this way, but i dont really want to create 20 states for each layer.

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thanks though

open kite
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You just need a single Animation State

noble bramble
open kite
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You just make a 1 second Animation that Animates a Float from 0 to 1 and then use the Float from the Contact as the Motion Time of the Animation State, then when disabling the Contact you just transition from that State to an Idle and it will preserve the value

noble bramble
open kite
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You literally just add the Float to your Animation as a property

open kite
noble bramble
# open kite <@188272138694688768>

Thanks a lot, i got the general idea and technique, but for some reason when i play animation it locks parameter on 0 even though float is animated like you showed.

open kite
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Why is it animating 2 floats?

noble bramble
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just playing around since first one didnt work

open kite
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Aight gotcha

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Write Defaults Off?

noble bramble
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on

open kite
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Gotta turn it off for this

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Otherwise it wont save

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The Animation should be set to loop

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And the Animation state should look like this

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"Input" being the Float from the Contact

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Ignore the Write Defaults On in that picture I was just messing around, but it has to be off on the empty state

wintry notch
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Can someone explain why it won't transition from the off state to the on state?

open kite
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Have you tried without the Emulator?

wintry notch
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Yeah

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Should I turn it off?

open kite
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The contacts arent on your Avatar?

wintry notch
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Do they have to be on my avi?

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aight

open kite
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The Receiver has to be yeah

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Senders dont have to be on the Avi in order for the Receiver to notice them

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But the Receiver is what sends the value to your Avatar, so it has to be somewhere on there

wintry notch
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I dragged it in

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still wont play

open kite
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What about disabling the Emulator now

wintry notch
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No change

open kite
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Move your Sender inside the Receiver and check the Inspector of the Receiver

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It shows you the value here

wintry notch
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Ill change it to proximity

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I also do not have those values

noble bramble
# open kite

Thanks a lot for suggestions, it seems that my project has some issues, works great in new clean one.

open kite
#

Tags are probably messed up then

wintry notch
open kite
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You have to go into playmode

wintry notch
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It's still at 0

open kite
open kite
wintry notch
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Yeah

open kite
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Can you go into playmode and move the sender into the receiver and take a picture of the Inspector of both the sender and receiver with the scene visible?

wintry notch
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Sure

open kite
#

Your Sender has negative radius lmao

wintry notch
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o

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oop

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Now it's working

open kite
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Awesome

wintry notch
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Audio wont play

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I cannot hear anything

open kite
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Does your Main Camera have a Audio Listener Component on it

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And is it enabled

wintry notch
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Yup

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I had my PC muted 💀

open kite
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😭

hard thunder
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i just built an avatar with a bunch of shaders that definitely do not have instanced rendering, how do i get the errors to show up

wintry notch
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The animation now plays, but when I make the sender touch the receiver, audio wont play, but the animation does

open kite
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And you're actually turning off the audio source at the start of the animation and then activate it after 3 frames?

wintry notch
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No

wintry notch
open kite
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Well I don't know your exact setup

wintry notch
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I could show you my frames

open kite
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But you have to disable the audio and reactivate it for the sound to actually play

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The best way to do this is deactivate the Audio Source for the first 3 frames, turn it on for the exact amount of time the audio plays, then turn it off for 3 frames

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No lopp on either the audio source or the animation

wintry notch
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The animation plays properly and everything

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Just not on playmode when I move the sender

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play on awake is ticked

viscid knoll
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ummm im having a wierd issue atm. for some reason my whole avatar is actingly like the whole thing is a phy bone.

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the avatar was working fine, then i added some colliders. but now that i've gotten rid of them, im still all floppy

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there isnt a physbone for the hip at all in my project so i'm thoughouly confused

warm cedar
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Showing the issue, would be an ideal step from here

wintry notch
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I am about to snap lmao why won't it play in the scene

warm cedar
wintry notch
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Scroll up

warm cedar
wintry notch
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Yeah

warm cedar
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Because I know that audio doesn't disable itself sometimes

wintry notch
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It's frustrating

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idk what I'm doing wrong

warm cedar
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check for any errors in the animation for that

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Always disable the component, if not twice, with 'play on awake', if it doesn't get disabled, it won't play again

wintry notch
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It is disabled

warm cedar
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then play the animation, and keep an eye out for the component, if it's set to 'play on awake', and isn't playing, well you practically have narrowed it down to only a couple of causes really

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either it be volume, pitch, the audiotrack itself (which I doubt would case the issue) or the enabling/disabling in the anim

wintry notch
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The audio source wont even turn on when I touch the reciever

warm cedar
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Could you send me the component the audiosource is on, just to be clear, it's only 1 audiosource on the component, correct?

wintry notch
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yup

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I really wish this server had voice channels

warm cedar
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are you disabling the object, or the component here?

wintry notch
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Component

warm cedar
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okay don't wanna make you feel/sound stupid but make sure you're not disabling/enabling the object

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if the component is disabled, enabling the object won't change the component itself

wintry notch
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It is enabled

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Or do I disable the component or the object?

open kite
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You keep the Component on and toggle the object with the animation

warm cedar
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Or vice versa, toggle the component but keep the object active

wintry notch
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o

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so

open kite
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Also increase your minimum radius a bit or move main cam closer to the audio source because your audio listener can barely hear the audio

warm cedar
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It's kinda like a child of a gameobject, if the child is disabled, enabling the parent won't enable the child.

viscid knoll
open kite
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Oops all phys bones

warm cedar
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Oh Lord I'm laughing my ass off, this look hilarious!

But could you check any physbone components you have on the avi?

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if you don't have any physbone components... at that point just reinstall the sdk

wintry notch
viscid knoll
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oh i do have physbones, but none are set. these were actually autoconverted from dynamic ones XD

warm cedar
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what does the animation for sound do?

wintry notch
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enable and disable the component

warm cedar
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Is the object itself also enabled?

wintry notch
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yes

warm cedar
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Could you quickly show those animations?

wintry notch
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I feel stupid at this point

warm cedar
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we're here to help, we'll get this fixed!

wintry notch
wintry notch
warm cedar
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Not when I'm helping

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Could you move to timestamp 3:10 (the next keyframe) please

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Look I don't want to add extra work I just want to be 100% sure

wintry notch
warm cedar
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Nono, the bar not just selecting it

wintry notch
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oh

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which bar?

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I am so sorry

olive hare
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Tomorrow marks one week since last beta (Unless we somehow get one tonight 👀???)

wintry notch
warm cedar
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Okay those look fine, good that we checked it though!

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Check the animator, does the animation play properly?

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is there any exit time on the animator?

wintry notch
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No exit time

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it does play on the FX layer

warm cedar
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What about the states themselves, do they have the proper animation in them? (common mistake I tend to make myself)

wintry notch
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Yup

viscid knoll
warm cedar
# wintry notch

Don't get your hopes up, the beta will come when it comes Wasn't directed towards you 😅

warm cedar
warm cedar
#

Wrong reply, whoopsie

warm cedar
olive hare
#

yea

viscid knoll
warm cedar
# wintry notch Yup

I'd just say check it during a play in the editor, pay close attention to the components and states

warm cedar
#

Lav, Knowing how annoying audio in animations can be, I really want to help you here

wintry notch
warm cedar
viscid knoll
warm cedar
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Go to the animation, and check the name of the property in the list

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lemme show yu

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Double click this, check the path

wintry notch
#

Can I DM call you

warm cedar
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Surely

wintry notch
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enabled

timber jewel
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why is my plane collider there?

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it should be below me normally

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and not in front of me

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okay I know why

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at least I have an idea

inner kayak
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it wanted to be one step ahead of you pinkshrug

timber jewel
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it only seems to happen when I disable my locomotion with my custom locomotion controller

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enabling it again makes it come back

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@silver ledge any idea why locomotionfix LITE could cause this?
The floor collider is a child of my Armature

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it happens when I look down

near grove
#

I really hope the beta comes out as a normal release soon

timber jewel
hard pond
timber jewel
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hopfully

mossy python
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I doubt we see anything before the weekend

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My guess is Friday or Saturday we see a release candidate and Monday or Tuesday we get the update

timber jewel
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internal beta = beta update in a few hours

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(if the beta has no major issues)

olive hare
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Epic Pog Moment

hard pond
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yeap, there is no limit how many update to beta can do per week so no issue update tonight even.

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but more likely bug fix.

olive hare
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But to quote Might, don't get your hopes up (or too high)

hard pond
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Hope is priceless, you can do however you want to hope for.

olive hare
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Yeah

warm cedar
#

like if they were to release it tomorrow out of nowhere, nobody was hoping/expecting it

olive hare
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Yeah

warm cedar
#

So generally, just go through your day not expecting an update, best way to keep your adrenaline down and yourself calm

hard pond
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xD

olive hare
#

I know I keep replying "yeah" to things, I just don't know what else to say 😅

warm cedar
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Better than no response at all I suppose XD

olive hare
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Ironically I don't know what to say to agree lol

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besides yeah

signal condor
#

well

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internal beta is pretty close

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i’m hoping soon, but not too much cuz it’s a huge update

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i hate having to swap between beta and live and keep signing into my account

hard pond
#

Let's go

timber jewel
hard pond
#

hahaha, fun]

timber jewel
hard pond
#

yeap

timber jewel
#

:3

hard pond
#

coming

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let's check

short jasper
#

OOOH

sullen elk
#

oh my god it's time

barren wigeon
#

OPMG

hard pond
#

ohh world sdk

near grove
#

Does this mean the update is out?

keen lantern
#

"- Additionally, on the Quest, PhysBones components will be removed if they exceed the Very Poor limits, even if you click "Show Avatar""

👀 lets goooo

muted brook
#

its the release candidate

near grove
#

ah

keen lantern
#

im all for more hard limits on quest

#

especially given the possibility for overuseage

vague wolf
#

OMGGGG!!!!

oblique crag
#

lets go, release soon

molten cobalt
#

yeah that's a good idea hard cap the quest

quasi bramble
#

YESSSSSSSS

near grove
#

oh

timber jewel
near grove
#

i was saying very hype for it in all caps 😭

#

Is a fix for the avatar tracking loss with seat prefabs planned to be implemented at the time of the full release of this beta? Or will that be held off on until the ik-2-beta is launched fully?

amber prairie
#

My body is ready

sullen elk
near grove
#

I am not sure what the exact issue is with it, all I know is it affects all AV3 avatars.

shrewd estuary
#

AAH

#

update jumpscare

hollow mason
#

a

near grove
#

Open beta instance:

quasi bramble
#

also can someone tell me how to setup a physbones grab with a blendshape? I dont know how to quite set it up

sullen elk
# near grove I am not sure what the exact issue is with it, all I know is it affects all AV3 ...

https://docs.vrchat.com/docs/vrc_station
Maybe you have a setting creating an issue.

topaz void
#

@near grove can you like not be in a world that's 200+ Mb pls xD

near grove
#

There was a pretty lengthy discussion about it in #ik-2 . This part was when talking about some possibilities concerning it: #ik-2 message

#

It happens with various seats with different versions of the issue with any AV3 avatar. It is weird how the behavior differs.

sullen elk
obsidian wagon
#

anyone know whats new about the world sdk?

sullen elk
#

I say the same because it seems to have the same root cause going on.

wraith island
quasi bramble
#

same

wraith island
#

clicking on join does nothing

ancient bridge
sullen elk
#

I've had a bunch of people in VRC Events mention that the Discord live presence join doesn't work

wraith island
#

mmh, personally i never use them

#

well i cant really create these invites

#

i have default rpc from vrchat disabled to override it

near grove
#

Main instance was broken, new one:

wraith island
#

still doesnt work

muted brook
#

anyone got some good settings for a tail?

wraith island
#

pls use join urls

sinful breach
#

did they add the automatic dynbones -> physbones conversion or do you have to rig things again?

viscid knoll
#

there is an automated system atm

sinful breach
#

woo, thank goodness

wraith island
#

why i only get 60fps on open beta

#

i cant get more

sinful breach
#

thank you, I'll hop in to see if everything is in proper order

near grove
#

there

wraith island
#

thx

viscid knoll
# sinful breach woo, thank goodness

yeahit should autoconvert on the client side to physbones, unless you turn the performance option off to not do that. then it'll use dynamic bones (for now)

wraith island
#

im getting a shit ton of screen tearing on open beta

modern tree
#

is it just me, or is the wording of "## Changes - PhysBones (...)" kinda incorrect?

wraith island
#

what was the launch option to change fps again? Im getting less than my monitors refresh rate

#

the screen tearing looks awful

modern tree
stone rapids
#

Man, the hard limit to all very poor avatars disabling physbones stinks. I get it, but that’s going to limit a lot of people.

molten cobalt
sullen elk
#

If Quest users had to convert a 6k collision check DB model they'd never get past startup

hazy linden
#

If they dont want to be limited, they can always just save up for a pc and use pcvr instead

molten cobalt
#

and this is still a vast improvement over the previous status quo

wraith island
#

vrchat needs v-sync

modern tree
# sullen elk What's incorrect?

overall i cannot understand what's really being told there.

and "- Remember: On Quest, the Minimum Displayed Perf Rank is set to Very Poor by default, and cannot be turned off. On PC, this is turned off by default" seems like it's completely mistaken. on Quest, according to docs, default MDPR is medium, not very poor. it literally cannot be set to very poor. also it's not really "turned off" on PC. it cannot technically be "turned off". it's "very poor", which has the same result, but still, technically different thing.

wraith island
#

oh in recordings its not visible

modern tree
wraith island
#

im on desktop

modern tree
#

it makes stuff wiggly sometimes

#

oh

wraith island
#

screen tearing on open beta is absolutely abysmal. Every centimeter i move the camera the screen is tearing apart completely

sullen elk
wraith island
#

i really cant show recordings of that happening since its not visible there

shrewd estuary
modern tree
sullen elk
#

Sounds like it'd be stripped away on upload.

wraith island
shrewd estuary
#

are your eyes just being fucky

sullen elk
wraith island
#

no

shrewd estuary
#

octo forgot to update their eyes as well

modern tree
quasi bramble
#

whenever I try to test grabbing in unity all it does is the selection box thing

#

how do I fix this?

shrewd estuary
sullen elk
shrewd estuary
#

click play button in unity

#

if i remember correctly that's how

muted brook
#

so would all the dynamics components get removed at runtime if you are over that limit or only some of them?

modern tree
#

it says all

#

those are the clear parts

molten cobalt
#

basically it's not possible to upload very poor physics bones at all

modern tree
olive surge
#

Are the devs aware that phys bones don't work at all on Quest in 1189 build?

wraith island
#

is it possible to somehow force V-Sync for VRChat?

plain orchid
#

you have screen tearing?

quasi bramble
wraith island
modern tree
wraith island
#

if i move the screen tears constantly

shrewd estuary
#

reply fail

shrewd estuary
#

you can just put a camera in the project and give it that tag iirc
memory's foggy

quasi bramble
#

thank you but it seems like my Grab thing is not working either

#

Can someone help me please :/

hollow sky
#

Is it just me or did most avatars' physbones just stop working?

#

:(

near grove
#

So I’m not the only one-..

wraith island
shrewd estuary
#

think vrchat machine broke?

silver hamlet
hollow sky
#

Even in the avatars I uploaded myself

#

I'm gonna cry if I have to update them

hazy linden
hard pond
#

so....physbone broken currently in general?

tender dome
hazy linden
#

I havent noticed any physbones breaking on pc

tender dome
#

so if the physbones on a quest avatar exceed 64 transforms or 8 components, it gets removed

#

i assume many physbone avatars that have been uploaded for quest until now have been uploaded with numbers far beyond that

shrewd estuary
#

wait that's already happened

wraith island
#

im already fine

wraith island
#

mine are rated medium on quest

molten cobalt
#

yeah I think mine was medium

wraith island
#

my quest avatar still has a better rating than my pc versions xd

shrewd estuary
wraith island
#

aka no features since thats why quest has better rating

hollow sky
#

This is dumb

shrewd estuary
#

everything that's on the pc version of my avatar is also on quest

wraith island
shrewd estuary
#

the one trail renderer pen that's on my avatar drives the performance rank down to poor alone vrpill

hollow sky
#

I spent hours adding physbones just for this to happen

shrewd estuary
#

(i added props, it was 28k before)

tender dome
#

¯_(ツ)_/¯

wraith island
#

if i would add literally anything to my quest avatar it would immediately go very poor

#

just a single poly is enough

oak anvil
#

Why is the phys all messed up?

hollow sky
#

Bruh

shrewd estuary
#

certified trail renderer, 6 materials, 2 mesh renderers, and 36k polys moment

wraith island
#

im exactly on the limits between poor and very poor for quest

shrewd estuary
hollow sky
#

Bruh

river wedge
#

super excited for AD to come to live 😄

wraith island
#

found a wild Herp

stable mantle
#

Ugh Im still not able to get the physbone emulator to work on one of my model. Even with fresh scenes and no animator controllers applied.

#

But it works if its not enabled at editor playtime.

#

Whyyyyyyyyy

silver hamlet
#

I'm confused since the bones on quest were perfectly fine before the update?

wraith island
#

also rip PumkinTools, had to delete it with newest sdk update

wraith island
#

since it got compile errors

stable mantle
#

TL:DR Update added limits.

hollow sky
#

Then why not leave it that way

#

It was way better

stable mantle
fallow rock
#

It’s nice to know no one is reading the updates xD

hollow sky
#

Bruh

tender dome
#

because quest is not a gaming pc

stable mantle
#

Dont want crashers on Quest. People were already talking about making bone crashers.

hollow sky
#

I can't even fix my avis

wraith island
#

there are already enough quest clappers out there

hazy linden
#

Vrc also plans on eventually entirely removing showing very poor avatars on quest. You shouldnt be designing for it anyway

tender dome
#

physbones can still be abused. too many of them will cause problems still. this is especially gonna be a problem on weaker hardware like the quest

wet bluff
#

completely off topic, but I had no idea nitro boosters had access to external emotes ToothlessRev

tender dome
#

limits are needed.

shrewd estuary
wraith island
hazy linden
#

Yeah, we'll see if it ever happens. The warning is most likely only there incase Meta ever decides to crack down eventually on quest performance

wraith island
#

no more than 2 years already

#

that warning exists since i began playing in 2020 already

#

and killing very poor on quest would like kill the vast majority of avatars there where the selection already isnt that great

modern flame
#

This change is gonna result in so much confusion from quest users

fading wave
#

Does this mean any avatars with the old bones system will break?

bright pewter
#

I want y'all to be brave and strong. When this goes to Live. You'll be the ones with the knowledge. Pass it onto the others as they ask and cry like babies begging to be spoonfed an entire new system's worth of info into their tiny brains. Be patient with them. Thank you.

humble pulsar
#

No, I’ve done a lot of testing with old avatars. Heck even sdk 2 avatars for fun and the auto conversion is seamless and works well

ionic bison
bright pewter
#

Or just tell them to read the docs idk

tender dome
humble pulsar
#

Some adjustments will be needed for avatars that currently use dynamic bones but it’s not a big deal, especially when you can auto convert

modern flame
fading wave
#

Alright

ionic bison
#

Keep in mind that you can test it right now, especially on PC the process is very easy

ionic bison
modern flame
#

Bleh I should prep all my avatars for an official update rather than depending on auto I've just been lazy

vocal hatch
humble pulsar
# ionic bison Glad to hear it! I've been surprised by the improvements to auto-conversion made...

I was surprised as well, I thought that the auto conversion was gonna be sloppy and that you’d have to do most of the work again manually in Unity but I was pleasantly surprised to find out I was wrong. Sure, It won’t be 100% perfect and still requires tiny edits here and there but overall it’s excellent.

Please give yourself as well as everyone on the VRChat team a pat on the pack for an awesome job well done 😁

viscid knoll
#

yeah it didnt take me long to fix things up. sometimes i wish the curves in unity were multi-pointed instead of two points but XD

stable mantle
viscid knoll
ionic bison
#

I think you just double-click on the curve and it'll add a point

wheat pelican
#

lets goooo

stable mantle
wheat pelican
#

Release canidate

near grove
#

Lesssss goooo avatars dynamics in a day or two if nothing goes wrong

stable mantle
#

That and that message outright says "may". I.E. it's not even guaranteed it is just under consideration.

wheat pelican
#

Yuh

frozen cliff
#

Bro none of my avis have phys anymore 💀

hazy linden
#

I realize that it's been there for forever. That doesnt change the fact that it's still there and you really shouldn't be making very poor quest avatars

swift prism
#

20K tris isn’t even that strict of a limit anyways

stable mantle
swift prism
#

if you know how to dissolve edge loops you can get below 15K

stable mantle
swift prism
#

@stable mantle are you just used to high-poly bases?

tender dome
swift prism
#

my PC avatar, with no additional optimizations applied, sits at 37K

ionic bison
#

PC used to be limited to 20k and it was fine

stable mantle
molten cobalt
stable mantle
#

Just by tris alone.

swift prism
foggy granite
swift prism
quaint rain
#

almost tiiime

stable mantle
frozen cliff
stable mantle
#

That and it has interchangeable clothes and props, and still hits 30,100.

swift prism
#

@stable mantle what’s the base without any clothes and props then?

#

only 10K?

foggy granite
hazy linden
#

That would be very fine for pc, but that many polys for quest is a problem. Quest is a very limited platform

tender dome
stable mantle
ionic bison
#

Pretty sure most of the player models from overwatch fall between 20k and 40k, including weapons

swift prism
viscid knoll
#

lol xd my base i use made from someone else is like 80-90k XD i'll never be seen on quest XD lol

ionic bison
#

It's not about being possible, it's a question of effort

stable mantle
#

Pretty much half the avis in the Undernet Hub are VP.

tardy mason
#

Wait I have a question will beta be network compatible soon?

swift prism
stable mantle
#

The limit should be agreeably a bit aggressive.

tender dome
stable mantle
viscid knoll
swift prism
#

a lot of character models from PS2-era games average close to around 10K tris

wraith island
cedar leaf
#

When is the physbone coming ouy officially?

molten cobalt
foggy granite
tender dome
swift prism
#

jak’s model from Jak 3 is just under 15K

#

most of the main character models in Metal Gear Solid 2 are less than 4,000 tris

cedar leaf
stable mantle
#

Like, the Quest 2 can handle 30K avatars fine. This isn't a PS2.

tender dome
tender dome
urban salmon
ionic bison
#

I remember the Quest developer guidelines were a maximum of 100k polycount and 100 drawcalls for the whole scene

stable mantle
swift prism
#

it’s funny how the Quest and PS2 achieve similar levels of visual fidelity but have exact opposite strengths and weaknesses

tender dome
#

hidden meshes and whatnot still add up on VRAM

foggy granite
stable mantle
near grove
stable mantle
#

I was advised that for performance to take the draw call hit (separate meshes) in exchange for better performance (not constantly rendering unused meshes).

swift prism
#

something worth noting: what about 4K texture atlases for models with just 1 material?

tender dome
ionic bison
#

4k on Quest?

wraith island
tender dome
stable mantle
#

Like, NGL, to date, in use, my Quest 2 has less issue with poly count and more so:

  • Bad world occlusion
  • Voice Chat
  • Large groups of people on-screen
swift prism
stable mantle
#

In fact, Audio hits it the worst. CPU spikes any time large groups talk at once.

fallow rock
#

1 4k is 4 2k, that’s a lot of texture

near grove
#

One thing I don’t really understand is why would they strip it out if the avatars in beta worked perfectly fine?

cedar leaf
swift prism
#

has the radius 0 bug been fixed

foggy granite
stable mantle
tender dome
molten cobalt
ionic bison
#

A single 4k texture uncompressed is like 70MB in memory

humble pulsar
#

Yeah… please don’t use 4K textures on avatars. It hurts a lot 🥺

swift prism
#

when will vrchat get around to setting mirror resolution to 2048 instead of 4096

ionic bison
#

iirc the Quest 2 has 6GB of RAM for the OS as well as however much they give apps, and that includes VRAM

stable mantle
# molten cobalt also the mirrors

Mirrors are a mixed bag. I made an avi testing world where mirrors work fine at max FPS, and then theres worlds with nothing but mirror and it runs like chunky peanut butter. And visually they're no different in quality from a noticeable perspective.

swift prism
#

maybe a limit on the 4K texture stuff should be added

modern tree
icy bramble
molten cobalt
ionic bison
molten cobalt
frozen cliff
#

Bro why don't yall add options such as allow phys bones limit so we have a choice or not just like PC users have a allow dynamic limit

stable mantle
#

Realistically, I think vrcPerfVeryPoor should be kept, but a "hard limit" above that should be set. No 100K+ avatars with mega-crunched 8K textures. Something reasonable for complex SDK3 avatars (allowing for multiple meshes and renderers), but that's a whole different conversation.

molten cobalt
lyric ocean
#

thry's got a avatar evaluator i use that tells you vram usage its nice

modern tree
tender dome
frozen cliff
swift prism
#

what about application spacewarp

stable mantle
molten cobalt
modest ivy
stable mantle
swift prism
#

oh

molten cobalt
#

that would literally break all Legacy content in the game Universal Render Pipeline

humble pulsar
#

What is application spacewarp?

remote tree
#

Are they releasing the beta now?

fallow rock
stable mantle
#

Basically VRChat is stuck between a rock and a hard place. They don't even set the GPU/CPU level to max (last I checked it only goes to Level 2 with Quest, not Level 4, the max).

All the performance features require too new SDKs.

lyric ocean
molten cobalt
#

how much size they take up on your hard drive is a different thing from how much vram something uses

timber tree
#

is the beta out now??

stable mantle
#

If I understand correctly.

fallow rock
#

so I can look into my own projects like immediately

viscid knoll
#

makes me want to be evil and make a 2049x2049 texture 😛

lyric ocean
wraith island
#

My avatar in total uses around 100 MB in VRAM

pine dune
#

wait so r they releasing avatar dynamics like tomorrow or is it gonna still be a beta

patent hearth
#

PhysBones is now part of the Minimum Displayed Performance Rank system, and will now be disabled for any avatars that exceed the set rank if they pass the limits for the Rank set
If an avatar exceeds the set Minimum Rank due to PhysBones, all PhysBones systems will be removed from that avatar

Can someone ELI5 this to me please? Are these for PC as well as quest or only quest, and how can I make sure that this doesn't happen to me

molten cobalt
tender dome
molten cobalt
ionic bison
patent hearth
#

okay cool ty guys <3

pine dune
#

I been so ready for this fr

ionic bison
#

People aren't kidding when they say do NOT use 8k textures

fallow rock
stable mantle
#

If Im understanding though, a vrcPerfVeryPoor with vrcPerfPoor or better physbones still work, yeah?

swift prism
#

is it better to have four 4K texture for materials or one 8K texture for one material

icy bramble
wraith mist
#

If quest doesn’t have phys bones anymore then why don’t they make the beta only for pcvr players?

stable mantle
#

Presumably

molten cobalt
tender dome
stable mantle
wraith mist
#

People I know on rn are saying it’s basically not there for any avatars they have

molten cobalt
#

otherwise the headset would crash if there is no limit

stable mantle
tender dome
molten cobalt
hard kayak
#

i think that's a good move, so that we won't see the same thing as on pc where an avatar has two billion dynamic bones

wraith mist
#

So the creators are gonna have to redo all of it-

tender dome
molten cobalt
urban salmon
#

I mean it’s beta so changes should be expected.

wraith mist
hybrid lion
#

the minimum displayed perf rank on quest is vpoor by default
Dont they mean medium?

stable mantle
near grove
#

EE

stable mantle
fallow rock
molten cobalt
wraith mist
molten cobalt
#

well that's the Avatar creators fault for uploading very poor Quest avatars

wraith mist
#

Don’t blame the people who weren’t given a limit in the first place

wraith mist
tender dome
#

why would it be on the devs if people are making unoptimized content

hybrid lion
tender dome
#

it's a beta, you should assume things can change at any moment

molten cobalt
#

like the documentation also mentions future plans to remove very poor altogether so yes that is your own if you're uploading a very poor Avatar

wraith mist
#

Why would the devs let there be unoptimized content of its such a problem

stable mantle
#

GOOMBS is making a fair point. The SDK and ranking system as a whole don't give very good feedback, and penalize more creative SDK3 avatars. Though Im like a broken record at this point.

molten cobalt
stable mantle
#

A **YO this is worse than vrcPerfVeryPoor ** kinda warning would be good.

wraith mist
#

I mean on live as well

wraith mist
#

Thank you candy

frozen cliff
stable mantle
#

Because you can have performant and optimized vrcPerfVeryPoor avatars. The ranking system is not infallible. It's meant to curb bad developer practices and protect weaker hardware.

tender dome
stable mantle
#

So it's going to be heavy handed by design.

tender dome
#

tldr it's heavily discouraged

stable mantle
frozen cliff
#

-$-

wraith mist
#

There should be a way to reject the upload of very poor in the first place

frozen cliff
tender dome
stable mantle
#

Then why have the rank at all.

wraith mist
#

Why make it possible

frozen cliff
stable mantle
#

There should be something worse than vrcPerfVeryPoor though.

wraith mist
#

Why?

tender dome
stable mantle
#

Like a hard "Do not pass go do not collect $200" point.

muted brook
#

there should be a benchmark for the avi tbh to actually give it a safety rating

swift prism
stable mantle
#

A limit that prevents even worse avatars to be uploaded.

muted brook
#

there was that. but people just modified the sdk lmao

stable mantle
#

Quest & Quest 2 ranks should also be fully separated.

ionic bison
#

This is quite a bit off topic, but understandable due to the changes

stable mantle
muted brook
#

idk

tender dome
ionic bison
#

You want a rank beyond VP, but the gap here is that VP is the beyond

stable mantle
#

Like, I like how PhysBones are being handled. They're their own ranking, essentially.

stable mantle
#

On Quest 2, not so much.

ionic bison
#

That's not what I said

frozen cliff
stable mantle
tender dome
molten cobalt
#

most of the quest users are on Quest 2

tender dome
#

^

subtle wharf
#

i'm not :(

timber jewel
urban salmon
#

It’s normal for older devices to slowly fade out. If people enjoy something they’re bound to find a way to continue.

subtle wharf
#

i'm a quest 1 player- sadly

severe citrus
#

I'll be very upset if they remove physbones to vp avatars on quest because I spent hours putting physbones on my avatar for quest and it's vp

subtle wharf
#

some worlds i can't even join or be in without crashing

frozen cliff
tender dome
#

quest 1 vrc at this point stuggles in worlds with more than a dozen people. I have a feeling it will eventually go the way of horizon worlds

ionic bison
#

The VP rank is where the determination has already been set for "too much", there's no need for an extra rank. The root of the issue is that Show Avatar can bypass that and allow for infinitely bad avatars. If you want to argue to adjust the limits for VP then sure, but the warning that Sippbox keeps posting is there for good reason.

stable mantle
#

Bad worlds will kill a headset.

wraith island
#

Quest 1 couldn't handle 10+ players properly even in 2020

molten cobalt
ionic bison
#

and just to chill the conspiring a bit, there aren't any plans to stop providing VRChat for Quest 1

peak charm
#

Why have the Physbones disable?!!?

severe citrus
#

I refuse to reduce the polygons on my vroid avatar just for it to have dynamic bones on quest because all it will do is make it look awful

stable mantle
peak charm
#

I had so many nice avatars that are good.

swift prism
#

reduce hair smoothness

near grove
#

Limited Dissolve exists

swift prism
#

don’t forget shapekeys

#

dissolve edge loops on the face

muted brook
#

most of my polys are in the hair and face because i use face tracking

hard pond
#

Just quick question,
I heard as World SDK is pending while make it able to touch PhysBone from U# at time of release IIRC, but seems not included in World SDK at this time.
What's the pro publishing world SDK this time?

muted brook
#

I cant really get my avi past 60k polys

peak charm
#

You should add the old physbones back they were better no physbones work.

severe citrus
#

Edge loops? Like the edges?

near grove
frozen cliff
peak charm
#

In a sense.

swift prism
#

@severe citrus a, alt-j, alt-click

stable mantle
#

3D modeling modifiers like dissolves and decimation only do so much. They're not magic markers. Some models just can't be realistically simplified without compromises.

stable mantle
#

And it has the same exact physbone system, just a hard cap.

molten cobalt
#

and the old bones would melt a quest

peak charm
#

No before the update my physbones worked fine!

#

Now they done.

molten cobalt
ionic bison
urban salmon
stable mantle
wraith island
#

My Quest avatars will forever stay vrcPerfPoor. But eh except the physbones stuff they will never get any updates

near grove
#

Actually, good time to ask; Will IK-Beta be merged with AVDyn?

swift prism
peak charm
#

Well I have all my avatars that were physbones which of (Worked fine by the way!)

stable mantle
peak charm
#

And now it’s bad I can’t see the physbones NOTHING!

near grove
#

This pisses me off, it legit feels like quest is being screwed over. Legit

peak charm
#

Fr

#

Same

stable mantle
#

The Physbone limits make sense.

tender dome
molten cobalt
#

well this is inherently just something that folks will have to get the skills for or people to write tools to automate

swift prism
#

people be malding cause they don’t know how to optimize

#

we should write a song about optimizing avatars

humble pulsar
#

No, it wouldn’t

peak charm
#

Only really tiny avatars work with physbones Wtf.

humble pulsar
#

Hence why limits stop that from happening

near grove
#

That won't load, because the quest has a hardlimit of physbones.

#

For probably exactly that reason

urban salmon
#

^

stable mantle
#

Like, the physbones limits make sense, and I hope going forward, additional features take after it. Instead of killing vrcPerfVeryPoor just kill feature subsets that are vrcPerfVeryPoor .

near grove
tender dome
peak charm
#

Below?!!?

#

What?

tender dome
near grove
#

Legit, feels like quest is always being screwed over.

humble pulsar
#

I think people misunderstood my point, I was explaining the fact that if there were no limits on quest then someone could just lag everyone.

ionic bison
#

The limits are in some cases over double what would put a PC avatar with dynbones into Poor rank, and that's for Quest

peak charm
#

Ever since the update nothing works for physbones y’all need another update for it to work.

swift prism
wraith island
#

If vram gets into performance ranking i probably will be permanently vrcPerfVeryPoor on pc. Currently I'm that anyways but i could get lower by removing features

tender dome
near grove
#

I do ;)

stable mantle
#

So do I

tender dome
molten cobalt
#

I'll be fine as I was just medium ranked on quest

stable mantle
#

ELI5: Most avatars just took the PC bones and put them on a Quest avatar. No one optimized their models for Quest, so limits were instated.

peak charm
#

So y’all make it so it’s like the live version?.. not even open beta anymore just like old avatars nothing on them. Like the old version Wtf.

molten cobalt
#

but then again my avatar doesn't have lots of long hair

tender dome
#

sigh

near grove
stable mantle
molten cobalt
humble pulsar
#

It was expected sippbox let’s be honest xD

upper mountain
#

No one wants to listen, they just wanna complain.

humble pulsar
#

Indeed

tender dome
#

it do be like that

shrewd gust
#

There there sipp

ionic bison
peak charm
#

Open beta was the first I had physics and now it’s gone..

near grove
#

Yeah, true, wasnt sure which one would fit better

molten cobalt
humble pulsar
#

I think everyone needs a hug

upper mountain
#

The old "not my job" shtick. KEK

stable mantle
stable mantle
tender dome
urban salmon