#open-beta-discussion
19 messages · Page 20 of 1
freevrchatplus.exe
that'd be pog
Yup pretty pog
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
note that no official ETA has been given for the update
There fault
Just saying, something called a filter system exist
I can't send malicious files through Discord
lmao
Filtered half the time by Discord themselves
Well I think my performance in non-beta is just my PC 😳
wrong channel for this, and I really don't feel like arguing semantics for like 30 minutes
perf has been great for me o:
Could you please stop the #general-media chat in here?
Where be the chat mods when ya need them
I was talking about features, this bera chat after all
Well, I know I contributed, but this is more focused on the AD Beta
Not features of the current beta, you are suggesting ideas for a future build
this is a chat for the current open beta, not for feature requests
Go to #feature-requests if you want to, this channel is specific for the ongoing beta
ight imma go play minecraft ✌️
Have you noticed any difference between phys and dyn bones though? My PC also isn't the best but I haven't seen a difference and honestly thought phys were better
I've barely used the beta
I have done testing earlier with Dynamic Bones I had 270 FPS with Phys Bones I had 290 FPS
physbones are much more lightweight, and use more than one core unlike Dynamic Bones
it's also mainly with other people's avatars but I dont want to change my prefs because I don't want to have to enable people's avatars when i need to ||Lazy 100||
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
I am hoping this gets pushed live soon
absolutely
but that is just hope lol
Well in #open-beta-announcements they mention how it's not a release candidate yet so I'm guessing there's one coming soon
There aren't many big feature request left, it mostly just comes down to fixing issues now
wheres my haptic feedback 
Yeah god progress has been made
hapticspls
I think after my Minecraft session I'll check out the beta
people have hooked up haptic vest to vrchat using open Sound control and Avatar Dynamics
im talking about with physbones
interact with hair and your controller go brrr
that sort of thing
also, being able to use colliders to affect other people's physbones could be cool
my hype is unreal
wait there's vibration support for other people's avatars??? (NOT IN A WEIRD WAY)
I just think like pushing a button will feel real
Like the little showcase robot dude
but immersive
i stole it 
I really want haptic feedback so I know when I’m in range to grab something
unlikely, but theres an unfortunate chance of sdk 2 avatars/worlds not working in the future
probably not any time soon but… a possibility several years down the line
Please no
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?
Sipbox, my controllers don't last enough as is, I don't need them to go brr more.
You can actually already do some trickery to achieve that effect
but i dont want trickery
I knowwwww
make it a toggle, ez
It would be sick but also kind of abusable I guess
what "bug" ?
all i see is error in console
🤔 uuh
Which is odd.... VRChat runs on unity 2019.... Which that version don't support multi core...
nice ripped model there
true
VRChat on it's own runs on 1 core,
no....
wth are you on about
Yess?
you can open task manager right now and see that it runs on multiple cores
dynamic bones is singlethreaded, the game is multithreaded
VRChat has always been multi threaded
do you really think that every Unity game from 2019 and back is singlethreaded
Then it sucks,
Cuz I check my live processes
I only get 1 core used
first check console and all errors.
I have a 6 core processor
yeah, thats because of db...
1: cropped screenshot with no source
2: cropped screenshot with misinfo
casually post a image showing its a ripped model, expect help 🤔
ah yes, single threaded
disable DBs on live via the config file, then check your CPU usage
alternatively, check your usage on the beta
If you want me to short the source I can. But I've herd from more than one person it was one core.
yes, because that's incredibly common misinformation that's been spread since DBs have been in the game lol
Windows 11?
Never one core, dynamic bone is only thing left
hearing it from multiple people does not mean it's true
a lot of people say the earth is flat lmao
yeah and?
Can someone tell how to add physbones to a quest avatar?
Windows 11 is bad in itself
take it from someone who likes windows 11, don't.
windows 10 is still much more stable
Yeaaa
Ig
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
Would it be smart to use the beta SDK and get all my current models ready for the new update?
Or should I just wait
I feel like my new build coming with Win 11 was a mistake because I feel like I nerfed my OP gear :(
Any updates on the release date?
nope
Alright thanks
If there was, it would be in the announcement channel likely
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
toggle on app/website to live, uninstall, wait hour, then install again.
Okay I’ll try that
what are good use cases for "hinge" and "polar" angle limit types?
For Polar I would say hair, strings on a hoodie and so on
so small things on your body which you don't want to go through the body
Hinge is more for funny stuff like levers etc.
not that useful for normal stuff
I use it to pull the cap of my hoodie over my head for example
Wouldn't angle be better for those things? Especially with the extra performance cost of Polar
hmmm I would say you can use both
but yeah you could use angle for that true
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.
thats also what I do for the cap of my hoodie
Use hinge to get the exact Angle value of the Phys Bone to then use that for a blend tree
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+
yup
Quality use case for Polar lmao
lmao
there was a canny for something like Polar:
https://feedback.vrchat.com/open-beta/p/1184-request-anisotropic-maxangle-with-offset
there are a few reasons for it in there I think
im seeing it as like, hinge for one axis, polar for two axis, angle for three axis
thats a good use case for polar
i use hinge on my keychain
and max angle rotation to limit it so it doesnt clip with my body
That's a very smart use ^^
Nice I like it
Polar is good for anything that you want to swing a lot horizontally but only a little vertically, etc
Since the polar angle limit is sort of a rectangle drawn on a sphere with dimensions you pick
Pure angle limit is a circle drawn on a sphere
is there any way to keep the bone from doing a 180 when its pulled opposite of its rest pose?
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
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.
Are there any tutorials on how to make an avatar togglable button that plays audio with a receiver
I'm trying to make it so that whenever the contact is touched, audio plays but it won't play
would yall recommend I convert my avis over now? or do yall think that there are some more major changes in the pipeline?
I don't think there are any major changes in the pipeline, I would bet it will mostly just be bug fixes now
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.
Quest 2 just arrived, time to test out AD bones on the quest.
(And struggle to get off the beta, lol)
oh oof that looks like some gimbal locking
avatar with DB and upload by 2022.04.08.17.32 SDK is broken on only live. when you went to afk. it made avatar visible disappeared. no problem in open-beta.
I don't wanna sound rude, but I had a stroke reading that
Who here is counting down the days for the live release of the avatar dynamics
Given tupper's last message it sounds like a release candidate is coming soon
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.
Oh damn
I havnt worked with Dynamic Bones for a bit so I didn’t know about this
Does the chest have separate bones? Like for each breast and such?
Inertia was missing until last update and it really broke some effects, like my knife system. Now, even the conversion system gets it I think perfectly.
Do this
Create a gameobject that's a copy of the chest
Put a physbone on it
no movement?
Oh you have end bones
You could also put them on the Breast_L and Breast_R
There's just no breast root, but it can be done either of those ways
How exactly is it clipping?
what is your angle type set to?
Do you have a gravity value?
can you screenshot the settings you used
also screenshot the view with the physbone gizmos showing
You can use snipping tool btw
or xshare
for screenshots
this is the problem the ends are set to the floor and ceiling
let me look at your settings
You entered an endpoint on X
remove the endpoint on X and show me the result in unity after that
update your sdk 
Yeah that is the old sdk too
where’s the advanced mode? where’s gravity falloff 
shes using the old one but it that's not the only problem
she has an endpoint position on x
where those cones are is where the bones are going to move
they should be point outward towards the breasts
not to the ceiling or floor
remove the endpoint position from x
screencap?
the scene view
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
there will be differences if you aren't up to date
yeah this is the sdk you should update to - but before you do

That person is using a ripped model, earlier screenshot shows it > #open-beta-discussion message
detective thulen
make sure before you update, you record on a notepad or screenshot your angle limit values
the new sdk will affect them
I was able to get all my avatars working on the older sdks just fine
Yeah... there's even a folder in the project view called "Asset Ripper"
so how's the open beta
Improved a considerable amount
i hope they add the handshake nameplate icons back
they were more helpful imo
Yeah I liked that, too, but I could see how some users found that confusing so now they just show if YOU can interact with that user
They're kinda expecting you to know your own settings
true
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
I'm not sure if its a blacklist or whitelist or both
But you can set interaction on a per user basis as well now
ye
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
In the open beta I just have it set to everyone
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?
you need to set an endpoint
or manually add end bones to the Avatar Armature
Unity has no concept of bone length that's why you need an end point so Phys Bones know where to end
What i mean more-so is that even if I select the hair bones as the root transform, literally nothing happens
They're the only part other than the head itself that won't work
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.
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
Proximity float jumps to 0 when receiver is disabled, even if synced. Any way to preserve the value?
You could use a parameter driver
Have the parameter for the proximity contact drive another parameter and stop driving it when your contact is disabled
but parameter driver can drive only specific value, not range from 0 to 1
You can make 10 or 20 different states with parameter drivers that get driven by your proximity contact I mean
Unless it has to be a super smooth animation which at that point not sure how to tackle your issue
yea i figured its possible this way, but i dont really want to create 20 states for each layer.
thanks though
Yep very much possible
You just need a single Animation State
How exactly?
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
How can animation animate a float? which object holds this parameter?
@noble bramble
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.
Why is it animating 2 floats?
just playing around since first one didnt work
on
Gotta turn it off for this
Otherwise it wont save
The Animation should be set to loop
And the Animation state should look like this
"Input" being the Float from the Contact
Ignore the Write Defaults On in that picture I was just messing around, but it has to be off on the empty state
Have you tried without the Emulator?
The contacts arent on your Avatar?
The Receiver has to be yeah
Senders dont have to be on the Avi in order for the Receiver to notice them
But the Receiver is what sends the value to your Avatar, so it has to be somewhere on there
What about disabling the Emulator now
No change
Move your Sender inside the Receiver and check the Inspector of the Receiver
It shows you the value here
Thanks a lot for suggestions, it seems that my project has some issues, works great in new clean one.
None at all?
Tags are probably messed up then
You have to go into playmode
It's still at 0
Its important that the empty state that the Float Animation transitions to is actually empty, no Animation, if there's an Animation in there the Float will not save and reset to 0
Do your tags match?
Yeah
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?
Your Sender has negative radius lmao
Awesome
😭
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
The animation now plays, but when I make the sender touch the receiver, audio wont play, but the animation does
Play on awake is on?
And you're actually turning off the audio source at the start of the animation and then activate it after 3 frames?
No
Yeah
wdym
Well I don't know your exact setup
I could show you my frames
But you have to disable the audio and reactivate it for the sound to actually play
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
No lopp on either the audio source or the animation
The animation plays properly and everything
Just not on playmode when I move the sender
play on awake is ticked
ummm im having a wierd issue atm. for some reason my whole avatar is actingly like the whole thing is a phy bone.
the avatar was working fine, then i added some colliders. but now that i've gotten rid of them, im still all floppy
there isnt a physbone for the hip at all in my project so i'm thoughouly confused
Showing the issue, would be an ideal step from here
I am about to snap lmao why won't it play in the scene
whatcha issue my friend
Scroll up
Lemme read and get up to speed
This issue?
Yeah
Because I know that audio doesn't disable itself sometimes
check for any errors in the animation for that
Always disable the component, if not twice, with 'play on awake', if it doesn't get disabled, it won't play again
It is disabled
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
either it be volume, pitch, the audiotrack itself (which I doubt would case the issue) or the enabling/disabling in the anim
The audio source wont even turn on when I touch the reciever
Could you send me the component the audiosource is on, just to be clear, it's only 1 audiosource on the component, correct?
are you disabling the object, or the component here?
Component
okay don't wanna make you feel/sound stupid but make sure you're not disabling/enabling the object
if the component is disabled, enabling the object won't change the component itself
You keep the Component on and toggle the object with the animation
^
Or vice versa, toggle the component but keep the object active
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
It's kinda like a child of a gameobject, if the child is disabled, enabling the parent won't enable the child.
this is what i'm getting
Oops all phys bones
Oh Lord I'm laughing my ass off, this look hilarious!
But could you check any physbone components you have on the avi?
if you don't have any physbone components... at that point just reinstall the sdk
So do I not mess with the component on the animation?
oh i do have physbones, but none are set. these were actually autoconverted from dynamic ones XD
Lav, your component is default disabled, correct?
what does the animation for sound do?
enable and disable the component
Is the object itself also enabled?
yes
Could you quickly show those animations?
I feel stupid at this point
Don't, unity is hard and we all hit roadblocks once in a while
we're here to help, we'll get this fixed!
I am like so used to being called dumb because of my poor comprehension
Not when I'm helping
Could you move to timestamp 3:10 (the next keyframe) please
Look I don't want to add extra work I just want to be 100% sure
Nono, the bar not just selecting it
Tomorrow marks one week since last beta (Unless we somehow get one tonight 👀???)
Okay those look fine, good that we checked it though!
Check the animator, does the animation play properly?
is there any exit time on the animator?
What about the states themselves, do they have the proper animation in them? (common mistake I tend to make myself)
Yup
ok, i think i figured my issue out. the physbones apperently go all wack if the armature is disabled. afaik i fixed it simply by reapplying the right bones (aka i have more than one version of this avatar in the file so when i tried copy pasting the dynamic bone back again when i was having issues earlier it kept the reference to the disabled bone armature)
Don't get your hopes up, the beta will come when it comes Wasn't directed towards you 😅
So you fixed it? or fixed it partially?
?
Wrong reply, whoopsie
Don't get your hopes up, the beta will come when it comes
yea
it seems to have fixed it fixed it, the avatar is now not all bendy wendy. xD now i can maybe go back and see if i can get the phys colliders i was wanting to work to work.
I'd just say check it during a play in the editor, pay close attention to the components and states
You're making progress, that's necessarily what counts
Lav, Knowing how annoying audio in animations can be, I really want to help you here
The component does not turn on when the animation plays
❗ This is super important!
i would think though that having a reference to a nonexistant/disabled bone would just mean the physbone would stop working not like idk what the hell it was doing XD
Go to the animation, and check the name of the property in the list
lemme show yu
Double click this, check the path
Can I DM call you
Surely
enabled
why is my plane collider there?
it should be below me normally
and not in front of me
okay I know why
at least I have an idea
it wanted to be one step ahead of you 
it only seems to happen when I disable my locomotion with my custom locomotion controller
enabling it again makes it come back
@silver ledge any idea why locomotionfix LITE could cause this?
The floor collider is a child of my Armature
it happens when I look down
I really hope the beta comes out as a normal release soon
maybe they were right
let it see. maybe in few hour
hopfully
I doubt we see anything before the weekend
My guess is Friday or Saturday we see a release candidate and Monday or Tuesday we get the update
Epic Pog Moment
yeap, there is no limit how many update to beta can do per week so no issue update tonight even.
but more likely bug fix.
But to quote Might, don't get your hopes up (or too high)
Hope is priceless, you can do however you want to hope for.
Yeah
It's generally because the excitement of actually getting the update is even better when you didn't have any hopes for it
like if they were to release it tomorrow out of nowhere, nobody was hoping/expecting it
Yeah
So generally, just go through your day not expecting an update, best way to keep your adrenaline down and yourself calm
xD
I know I keep replying "yeah" to things, I just don't know what else to say 😅
Better than no response at all I suppose XD
well
internal beta is pretty close
i’m hoping soon, but not too much cuz it’s a huge update
i hate having to swap between beta and live and keep signing into my account
Let's go

hahaha, fun]
tupper is typing in #open-beta-announcements
yeap
:3
OOOH
oh my god it's time
OPMG
ohh world sdk
Does this mean the update is out?
"- Additionally, on the Quest, PhysBones components will be removed if they exceed the Very Poor limits, even if you click "Show Avatar""
👀 lets goooo
its the release candidate
ah
im all for more hard limits on quest
especially given the possibility for overuseage
OMGGGG!!!!
lets go, release soon
yeah that's a good idea hard cap the quest
YESSSSSSSS
oh
I really hope this will be fixed before a relapse
https://feedback.vrchat.com/open-beta/p/1187-small-bones-no-longer-move-at-all-with-physbones
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?
My body is ready
Isn't that more of a your Seated Animator thing or the Chair's Override Animator thing?
I am not sure what the exact issue is with it, all I know is it affects all AV3 avatars.
a
also can someone tell me how to setup a physbones grab with a blendshape? I dont know how to quite set it up
https://docs.vrchat.com/docs/vrc_station
Maybe you have a setting creating an issue.
Used to allow users to sit down. Example can be found in the SDK as VRCChair. This component can also be used on avatars to create seats on avatars! This component acts a bit differently in VRCSDK2 and VRCSDK3. We support SDK2 and SDK3 stations that have animations to drive either SDK2 or SDK3-based...
@near grove can you like not be in a world that's 200+ Mb pls xD
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.
If you have knowledge of how the Unity Animators work.
Define a parameter on the phys bone, you'll now be able to use the parametername_IsGrabbed
Define that parameter in your FX animator
Make an FX Layer and Animation State with that parameter.
anyone know whats new about the world sdk?
Oh neat, it's the same issue that I had from ages ago with the introduction of AV3 I believe.
The Animator is aborted before it can reach its reset/restore tracking state.
https://youtu.be/yPNe3FqXTfM
I say the same because it seems to have the same root cause going on.
cant join for some reason
same
clicking on join does nothing
(boo)
I've had a bunch of people in VRC Events mention that the Discord live presence join doesn't work
mmh, personally i never use them
well i cant really create these invites
i have default rpc from vrchat disabled to override it
still doesnt work
anyone got some good settings for a tail?
pls use join urls
did they add the automatic dynbones -> physbones conversion or do you have to rig things again?
there is an automated system atm
woo, thank goodness
thank you, I'll hop in to see if everything is in proper order
thx
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)
im getting a shit ton of screen tearing on open beta
is it just me, or is the wording of "## Changes - PhysBones (...)" kinda incorrect?
what was the launch option to change fps again? Im getting less than my monitors refresh rate
the screen tearing looks awful
--fps? just, you know, read the docs?
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.
What's incorrect?
if they didn't do that the headset would probably melt
If Quest users had to convert a 6k collision check DB model they'd never get past startup
If they dont want to be limited, they can always just save up for a pc and use pcvr instead
and this is still a vast improvement over the previous status quo
vrchat needs v-sync
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.
oh in recordings its not visible
are you using steamvr's motion smoothing? yeah, turn it off.
im on desktop
screen tearing on open beta is absolutely abysmal. Every centimeter i move the camera the screen is tearing apart completely
So Very Poor is the wrong default minimum, it's Medium.
But anyways, here's what's being stated.
Users set their Minimum Displayed Rank
If you have Phys Bones past that rank, they're all removed.
But Quest also has a defined Very Poor rank.
If ANYONE is above Very Poor with phys bones, it is all removed on that model.
That is the hard limit.
i really cant show recordings of that happening since its not visible there
use your phone to record the monitor
so am i right that if, for example, i set the MDPR to "poor" and someone has an otherwise excellent avatar with many PB that make it "very poor", then i will see his avatar normally, just without the PB, instead of it being replaced entirely by a fallback?
The components won't be on the avatar in the first place so you'd see their avatar.
Sounds like it'd be stripped away on upload.
not visible there either lol
are your eyes just being fucky
Your eyes are broken D:
no
octo forgot to update their eyes as well
err, no. SDK part says "the components will be removed at runtime"
whenever I try to test grabbing in unity all it does is the selection box thing
how do I fix this?
camera tag "MainCamera"
So you'll see see the avatar, the components don't exist on the avatar now lol
so would all the dynamics components get removed at runtime if you are over that limit or only some of them?
basically it's not possible to upload very poor physics bones at all
on quest only.
and technically it's possible, just nobody will ever see them.
Are the devs aware that phys bones don't work at all on Quest in 1189 build?
is it possible to somehow force V-Sync for VRChat?
you have screen tearing?
what do i tag "Main Camera"?
yes abysmal
enforce it in settings of your graphics card for vrc or all programs
if i move the screen tears constantly
a camera
you can just put a camera in the project and give it that tag iirc
memory's foggy
thank you but it seems like my Grab thing is not working either
Can someone help me please :/
So I’m not the only one-..
this worked thx, made a nvidia control panel rule for vrchat and force V-Sync on it
vrchat machine broke?
Yeah, all the bones in them just completely disappeared
There is a canny for them being broken on quest https://feedback.vrchat.com/open-beta/p/1189-phys-bones-currently-arent-working-on-quest-at-the-moment
so....physbone broken currently in general?
quest has hard limits for physbones now
I havent noticed any physbones breaking on pc
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
inb4 "why my avatar broken"
wait that's already happened

im already fine
yeah wouldn't surprise me
mine are rated medium on quest
yeah I think mine was medium
my quest avatar still has a better rating than my pc versions xd
you should use your optimization techniques for your avatars pc build as well

aka no features since thats why quest has better rating
This is dumb
only the pen and locomotion is on quest from my pc stuff
the one trail renderer pen that's on my avatar drives the performance rank down to poor alone 
I spent hours adding physbones just for this to happen
the fact that it's now above 35,000 polys doesn't help
(i added props, it was 28k before)
if i would add literally anything to my quest avatar it would immediately go very poor
just a single poly is enough
Why is the phys all messed up?
Bruh
certified trail renderer, 6 materials, 2 mesh renderers, and 36k polys moment
im exactly on the limits between poor and very poor for quest
hey at least it's rated good on pc

Bruh
super excited for AD to come to live 😄
found a wild Herp
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
I'm confused since the bones on quest were perfectly fine before the update?
also rip PumkinTools, had to delete it with newest sdk update
since it got compile errors
Because before the update there were no limits.
TL:DR Update added limits.
Performance in numbers.
It’s nice to know no one is reading the updates xD
Bruh
because quest is not a gaming pc
Dont want crashers on Quest. People were already talking about making bone crashers.
I can't even fix my avis
there are already enough quest clappers out there
Vrc also plans on eventually entirely removing showing very poor avatars on quest. You shouldnt be designing for it anyway
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
completely off topic, but I had no idea nitro boosters had access to external emotes 
limits are needed.
people when they see other people using the "InFeRiOr PlAtFoRm":
eventually, so since over a year ago
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
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
This change is gonna result in so much confusion from quest users
Does this mean any avatars with the old bones system will break?
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.
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
Quest avatars haven't had DynamicBones before, so no
Or just tell them to read the docs idk
Pc?
dynamic bones will autoconvert
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
There's auto conversion
Alright
Keep in mind that you can test it right now, especially on PC the process is very easy
Glad to hear it! I've been surprised by the improvements to auto-conversion made over the course of Open Beta
Bleh I should prep all my avatars for an official update rather than depending on auto I've just been lazy
i also tested it out quick, and yeah it improved. some of my avatars broke completely first but now most of them are usable
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 😁
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
you can add points
Isn't that an up in the air thing? In general, a lot agree that the gap between performant and bad
avatars is pretty deep and wide. That and they already have separate ranking systems for particles and physbones.
i mean i dont know unity curves at all till now but XD i might have to look it up then
I think you just double-click on the curve and it'll add a point
It's on the docs
lets goooo
Yeah they've had warnings like that for years.
Release canidate
Lesssss goooo avatars dynamics in a day or two if nothing goes wrong
That and that message outright says "may". I.E. it's not even guaranteed it is just under consideration.
Yuh
Bro none of my avis have phys anymore 💀
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
20K tris isn’t even that strict of a limit anyways
Except the ranking system doesnt take into account a number of performance optimizations you can make with avatars and it has been acknowledged as such.
if you know how to dissolve edge loops you can get below 15K
Stricter than you think.
"limits"
@stable mantle are you just used to high-poly bases?
yes
my PC avatar, with no additional optimizations applied, sits at 37K
PC used to be limited to 20k and it was fine
My base, without any add-ons or customizations, with optimization, sits between 20K & 30K.
pain
well it used to be 10,000
On Quest though that's 
Just by tris alone.
15K should be fairly easy to achieve by dissolving edge loops
I just use decimation in CATS plugin
CATS decimation breaks topology with some things like the fingers and mouth
almost tiiime
My base doesn't have any edge loops? That is, modifiers tend to outright destroy the model or do nothing. Im still somewhat new to 3D, but the model is already fairly optimized.
A, Alt+J, Alt-click
Limits mean we have bones not they don't have bones at all 💀
That and it has interchangeable clothes and props, and still hits 30,100.
Eh thats not my main concern, id rather just get the Quest version up there without spending too much time on it
That would be very fine for pc, but that many polys for quest is a problem. Quest is a very limited platform
Yes, but most avatars that have been uploaded on quest with physbones have gone over the "very poor" limits, so they get stripped out
Without clothes theres no torso but 16K, approx
Pretty sure most of the player models from overwatch fall between 20k and 40k, including weapons
@tender dome made a tutorial on it
yup
lol xd my base i use made from someone else is like 80-90k XD i'll never be seen on quest XD lol
It's not about being possible, it's a question of effort
Pretty much half the avis in the Undernet Hub are VP.
Wait I have a question will beta be network compatible soon?
many of the weapon models in The Walking Dead: Saints & Sinners average around 10K
The limit should be agreeably a bit aggressive.
It will be pushed to live soon. (barring any major issues)
This is an RC. If theres no bugs itll be live.
it'll be live soon (with luck)
a lot of character models from PS2-era games average close to around 10K tris
my pc base alone is already 60k lol
When is the physbone coming ouy officially?
if it like a fighting game
Hopefully tomorrow
within a day or so, if no major bugs are found
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
WAIT SRS
Like, the Quest 2 can handle 30K avatars fine. This isn't a PS2.
It stacks up though
For the sake of everything working well I hope those bugs are found if they exist.
I remember the Quest developer guidelines were a maximum of 100k polycount and 100 drawcalls for the whole scene
It can yeah. In my model's case, only ever, maybe 20-ish K is visible at one time?
it’s funny how the Quest and PS2 achieve similar levels of visual fidelity but have exact opposite strengths and weaknesses
hidden meshes and whatnot still add up on VRAM
I reckon polygon limit could be bumped up an extra 5k
I thought that was only blendshapes that hid meshes.
How come they didn’t just strip it out before making the update/ announcement..? I think it would of been better then having everyone question why the avatars with physbones don’t work.
I was advised that for performance to take the draw call hit (separate meshes) in exchange for better performance (not constantly rendering unused meshes).
Thank youuu
something worth noting: what about 4K texture atlases for models with just 1 material?
whatre you thanking me for xD
4k on Quest?
just go with a resolution where it doesnt look like minecraft anymore
Dunno, to focus on more important aspects of the update if i were to guess
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
This
4096x4096, but on just one material
In fact, Audio hits it the worst. CPU spikes any time large groups talk at once.
1 4k is 4 2k, that’s a lot of texture
One thing I don’t really understand is why would they strip it out if the avatars in beta worked perfectly fine?
I have one more question. Will all avatars now have physbone or at the start will some only have it like vrchat official ones
has the radius 0 bug been fixed
Yeah poly count isnt much of an issue, its largely just a high concentration of people in one spot that kills it
Because they worked "perfectly fine" alone.
To stop people abusing it
because people could still abuse them, especially on weaker hardware like quest
also the mirrors
A single 4k texture uncompressed is like 70MB in memory
Yeah… please don’t use 4K textures on avatars. It hurts a lot 🥺
when will vrchat get around to setting mirror resolution to 2048 instead of 4096
iirc the Quest 2 has 6GB of RAM for the OS as well as however much they give apps, and that includes VRAM
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.
maybe a limit on the 4K texture stuff should be added
a single avatar pedestal in VRC is like 100+MB in memory. pretty sure there's some overhead :v
It's already capped at 2048x2048 per eye. If you play with supersampling in SteamVR you can see that mirrors stop getting sharper once your SteamVR render resolution passes 2048x2048.
that literally can't be the case because then like any Avatar world would like crash everybody
VRAM usage as a perf stat has come up before, it'll probably happen at some point
yeah that would be a good idea
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
Realistically, I think
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.
because if you allow people to show very poor physics bones you melt the headset
thry's got a avatar evaluator i use that tells you vram usage its nice
my homeworld literally crashed me because of that after a minute or a couple of loading hundreds of pedestals
Do you want to melt your headset?
We've seen very poor avis for almost 2 months now
what about application spacewarp
Quest doesn't fail gracefully. It won't melt your headset but it WILL cause your whole OS to crash and display nausea inducing corruption on the display, worst case scenario.
would require Breaking All the content in the game to implement
requires new unity version unfortunately and also the new Universal Render Pipeline
Requires Unity 2020 or newer and the new Universal Render Pipeline.
oh
that would literally break all Legacy content in the game Universal Render Pipeline
What is application spacewarp?
Are they releasing the beta now?
Wait, what causes this? because I have 8k textures that run as 42.7MB
Not on quest just in general
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.
thats compressed thay arent compressed on vram
how much size they take up on your hard drive is a different thing from how much vram something uses
is the beta out now??
Basically assumes what frame to render next. Kinda like interpolation but for VR, from what I understand. GPU/CPU draw calls and rendering load get halved.
If I understand correctly.
what's the best way to find how much vram something uses?
so I can look into my own projects like immediately
makes me want to be evil and make a 2049x2049 texture 😛
you use poiomi
My avatar in total uses around 100 MB in VRAM
wait so r they releasing avatar dynamics like tomorrow or is it gonna still be a beta
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
it's release candidate so probably within the next several days
The hard limit is only for quest
basically on quest you cannot upload very poor physics bones
an 8k texture is 269MB uncompressed
okay cool ty guys <3
I been so ready for this fr
People aren't kidding when they say do NOT use 8k textures
ooof
Noted
If Im understanding though, a
with
or better physbones still work, yeah?
is it better to have four 4K texture for materials or one 8K texture for one material
i believe so
Are you using Crunch compression? Even with block compression like DXT5, BC7, ETC2, or ASTC an 8K texture will still be much larger than that in VRAM. Crunch compression doesn't affect VRAM only the bundle size. It'll still expand out to normal DXT5 or ETC2 which is 8bit/px instead of 32bit/px.
I believe so but I'm not 100%
If quest doesn’t have phys bones anymore then why don’t they make the beta only for pcvr players?
that's identical amounts of vrm usage
Quest does still have physbones, there are just hard limits now #open-beta-discussion message
ELI5: It has physbones, they just had to limit them on Quest for performance.
People I know on rn are saying it’s basically not there for any avatars they have
otherwise the headset would crash if there is no limit
Because the avatars go over the new limits.
because they were uploaded past very poor limits
that's because all their avatars were uploaded before the limit was put in
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
So the creators are gonna have to redo all of it-
yes
depends
well that's their own fault for going past the poor limit for their Quest avatars
*very poor
I mean it’s beta so changes should be expected.
Was there a limit stated prior?
the minimum displayed perf rank on quest is vpoor by default
Dont they mean medium?
TBF lumping everything under the same ranking system is confusing. PhysBones have a separate ranking system, so the SDK UX could use some work.
EE
Maybe they mean for PhysBones?
Nah that was without Crunch. I guess I just don't know what number I should be looking for in unity
nope before this update they let you upload very poor physics Bones on Quest but they would still be aware but for this update they were uploading very poor content
So that’s on the developers not the avi creators
well that's the Avatar creators fault for uploading very poor Quest avatars
Don’t blame the people who weren’t given a limit in the first place
Everyone uploads very poor quest avis with no significant issues
why would it be on the devs if people are making unoptimized content
Ah well
it's a beta, you should assume things can change at any moment
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
Why would the devs let there be unoptimized content of its such a problem
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.
well they're doing something about that now by putting in the hard limit for physics bones
A **YO this is worse than
** kinda warning would be good.
I mean on live as well
"Now"
Thank you candy
Yurp
Because you can have performant and optimized
avatars. The ranking system is not infallible. It's meant to curb bad developer practices and protect weaker hardware.
So it's going to be heavy handed by design.
tldr it's heavily discouraged
That will be the day I stop playing VRChat TBH.
-$-
There should be a way to reject the upload of very poor in the first place
They already said in the update log there gonna start doing that
Realistically, no.
for physbones, not anything else
Then why have the rank at all.
Why make it possible
Exactly
There should be something worse than
though.
Why?

Very Poor Plus Ultra
Like a hard "Do not pass go do not collect $200" point.
there should be a benchmark for the avi tbh to actually give it a safety rating
lmao
A limit that prevents even worse avatars to be uploaded.
there was that. but people just modified the sdk lmao
Quest & Quest 2 ranks should also be fully separated.
This is quite a bit off topic, but understandable due to the changes
Then whats to stop the same with physbones.
idk
quest 1 vrc is more likely to be just be discontinued
You want a rank beyond VP, but the gap here is that VP is the beyond
Like, I like how PhysBones are being handled. They're their own ranking, essentially.
On PC, yes.
On Quest 2, not so much.
That's not what I said
Oop that's gonna make y'all lose allot of players ......and money
Then I misunderstand what you mean.
just a guess, i don't work here 
most of the quest users are on Quest 2
^
i'm not :(
There aren't many Quest 1 players tbh
It’s normal for older devices to slowly fade out. If people enjoy something they’re bound to find a way to continue.
i'm a quest 1 player- sadly
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
some worlds i can't even join or be in without crashing
That's like saying killing a small state won't effect a country
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
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.
I get that on Quest 2 too sometimes. It relies on worlds being optimized and having baked or probed lighting, occlusion, etc.
Bad worlds will kill a headset.
Quest 1 couldn't handle 10+ players properly even in 2020
and I can think of some maps that outright crash The Quest 1
and just to chill the conspiring a bit, there aren't any plans to stop providing VRChat for Quest 1
Why have the Physbones disable?!!?
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
Everytime I argue to increase VP limits I'm told by many they're that way "for a reason". The "hard limit" past VP (that is "you cannot upload this") is basically me compromising. "OK, let VP avis be uploaded, but set a hard limit on by how much".
I had so many nice avatars that are good.
dissolve your edge loops on the body
reduce hair smoothness
Limited Dissolve exists
most of my polys are in the hair and face because i use face tracking
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?
I cant really get my avi past 60k polys
You should add the old physbones back they were better no physbones work.
Edge loops? Like the edges?
Feels like their screwing over quest in a way.
Not anymoreeeee
In a sense.
@severe citrus a, alt-j, alt-click
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.
Quest didn't have the old bones.
And it has the same exact physbone system, just a hard cap.
and the old bones would melt a quest
you gotta do it MANUALLY
you just have too many physbones
We didn't provide world SDKs for the regular Open Beta updates because nothing was changed. Since this is an RC (and for the SPS-I changes) we built one to make sure that it stays updated even if not much has changed.
The new limit removes them if you pass it.
Not everyone is skilled at 3D modeling software.
My Quest avatars will forever stay
. But eh except the physbones stuff they will never get any updates
Actually, good time to ask; Will IK-Beta be merged with AVDyn?
sippbox managed to explain it in less than a minute
Well I have all my avatars that were physbones which of (Worked fine by the way!)
Well good for them.
And now it’s bad I can’t see the physbones NOTHING!
This pisses me off, it legit feels like quest is being screwed over. Legit
Avatars need updated.
The Physbone limits make sense.
Physbones can still be abused, especially on weaker hardware like the quest. Limits were needed.
well this is inherently just something that folks will have to get the skills for or people to write tools to automate
people be malding cause they don’t know how to optimize
we should write a song about optimizing avatars
Haha
No, it wouldn’t
Only really tiny avatars work with physbones Wtf.
Hence why limits stop that from happening
That won't load, because the quest has a hardlimit of physbones.
For probably exactly that reason
^
Like, the physbones limits make sense, and I hope going forward, additional features take after it. Instead of killing
just kill feature subsets that are
.
Yeah cause that "fits the limits" tbh they could make it a bit bigger, i get the limits but seem way to damn low.
You're probably using an avatar that is below the physbone limit
Legit, feels like quest is always being screwed over.
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.
The limits are in some cases over double what would put a PC avatar with dynbones into Poor rank, and that's for Quest
Ever since the update nothing works for physbones y’all need another update for it to work.
pin
If vram gets into performance ranking i probably will be permanently
on pc. Currently I'm that anyways but i could get lower by removing features
nobody reads pins
I do ;)
So do I
They work, just almost every quest avatar with physbones go over the new limit
I'll be fine as I was just medium ranked on quest
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.
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.
but then again my avatar doesn't have lots of long hair
sigh
Hey Aev, any news on what's going to happen to the IK-Beta? Branch merge with Avdyn or?
They already do that with Particle Effects.
yes that's a good summary of it
It was expected sippbox let’s be honest xD
Indeed
it do be like that
There there sipp
Probably a question better sent to #ik-2
Open beta was the first I had physics and now it’s gone..
Yeah, true, wasnt sure which one would fit better
and yeah it's their fault for uploading very poor physics bone avatars in the first place
I think everyone needs a hug
The old "not my job" shtick. 
That's the point of a beta. Test new features, instate limits if necessary.
You're not wrong.
They aren't gone. They just have hard limits
It’s still there. The creators or you just have to change the amount of phys bones on the avatars.