#open-beta-discussion
19 messages · Page 23 of 1
Don't make perfect things on the beta, things change
60 with friends
No, I just know how to use safety settings properly
the documentation mentions they they're contemplating removing very poor
You dont understand the complexities of software dev or how hard it is to make this stuff work on Quest. I know it seemed like they were working, but it was a house of cards waiting to fall. This is better, long term. Has nothing to do with making PC "better". Quest is limited hardware.
Most of the fps hit comes from the players themselves. Nothing to do with their avatars
and they should, give the E-avatars a run for their money
everyones gonna stay forever robots/fallback on quest now
i have a 2017 acer nitro 5 and it runs vrc just fine as long as the cpu doesn't max out
Tupper explained that's mostly due to abuse earlier tonight, though.
im fine with poor avatars when its a smaller user count like with friends but people need to keep in mind public and having alot of people optimization is important.
If my kinda avatar was the peak
(31K tri 10 mats) they wouldn't even think about it.
tell that to all the quest users with eboy thot avatars and are also like 5 years old so they don’t even know what a performance is
i feel special since i still use a oculus rift S
ITS LIKE
a flex
to not have a quest now
All my roleplay avatars (5-6 people in a lobby) are very poor for event reasons, I usually don't take these out in public unless I'm shitposting lol
It's like how quest can only use quest shaders. People complain. Avatar makers don't care.
the only thing i hate about quest shaders is not able to add a fine outline to some avatars i make
I myself only care when a model I use has the green texture issue
lol when people triple their polygon count by making outlines with a normal flipped copy of the mesh
and they fix culling by also flipping normals on another copy of the mesh
one of the reasons i like vrc is cause they let you be a dev and have to think of these things. as if you were making your own game.
More or less Quest has limitations because a lot of creators abuse the system. — If they didn't VRChat devs wouldn't mind so much.
the only people who care about optimization is me and like 70% of other creators
If people cared we'd probably have custom shaders by now.
i hate using my kinect for full body but it works i guess
most of the actual players don’t even know what is going on
70% is being over the moon generous
and that is the sad dev life.
ive had people tell me to “use the green avatar” because “vrchat said its good”
and they thought “very poor” meant in taste
Why not just use a matcap to get outlines.
lol
because every eboy avatar was very poor
yeah that's quite strange
"uhm, can i clone that avatar pleas??? i want it!!!!1"
u say that but half of those are nsfw avatars
and also break terms of service
Trading public avatars."
Private moment
I know how vrchat works my friend, I'm not that stupid
i don't know how much times ive seen a 9 year old quest user using some big breasted furry avatar
but its alot
not really beta stuff but still find it funny there are still people who think those avatars are ok in vrc.
its worse than that once they start pulling out the toggles
virtual shrecks funny, shrecks look at me, shrecks penile hahah
I am soo funny
💀
i mean what you do in private rooms is none of our business but if its a pub and theres kids there be civilized
even if u are one of the kids
I know I know, it's just like people telling me. "Uhh, your cloning is on".
bro eboy avatars spread in pubs like the coronavirus
tbf sometimes this doesn't work and looks bad.
one person has cloning on and suddenly everyone is afflicted with the eboy
"its in private so vrc says its ok" no they say no nsfw stuff.
its like "i can break the law as long as im not caught"
mostly I just dislike that they tend to inherently disrespect the original creators terms of services
u say that but vrchat didnt ban a world i reported as a dungeon because it was private
eh if its a private instance with consenting people, eh? Its when the avis are public its not cool.
It's still against TOS buddy
yep
that's like saying, a heist is fine as long as the employees are okay with it
Really? Then why do their dialogs seem to use language to the contrary?
it's still stealing.
im fine whats kept in private stays private but dont act like its TOS safe.
lol gotta love the shitty avatar creators who just remove the menu options so you open the 3.0 debugger menu and see theres dozens of NSFW states unused and in the perf rank probably hidden meshes that were never removed
why do people seriously think its funny to play a video of a guy blowing his brains out on the public tv in a world
those ones where you can like place urls
and that is where most of the confusion comes from.
and stuff
Sipp literally told us in general not more than 9 hours ago, It's illegal
Can you not grab your own bones?
you can, but set it to allow 'self'
no you can't they're in your body...
My boyfriend found one of those. Protogen with a ||penis|| toggle.
that would hurt aswell..
I can't seem to find that for some reason.
I think you might want to ask what he's doing, if he 'found' it
Grabbing, has to be on
has anybody put bones in a pizza yet
It was a random avatar in a public instance lol
was confusing it with contacts sorry
there was this one kid that told me to check out his avatar in the spinny preview because of the bug where if you check the preview it enables every mesh thats on the avatar even if its hidden by animators and whatnot so…
Report the o.g user and avatar at that point
better get both removed than have the avi floating around
for hidden avatar stuff found if funny when the avatar preview for the performance menus started showing disabled meshes. got to see all the hidden attachments for some peoples avatars.
did all the quest users fall asleep as it seems the bone talk has stopped
Just tested and it works in game too
i mean where vrchat draws the line on nsfw is really bad anyway
Penile toggle, vag toggle, toggles for nsfw expressions
very cool
Yea thats the thing. Like, the SDK has NSFW checkboxes. The loading dialog specifically says NSFW is against TOS In public & friends, friends+ instances. Like it gets pretty specific, which is confusing if its against TOS across the board. Why specify?
Looking good
not as good as my functional taser:
ohno
you're missing that.
theres plenty of avatars with borderline nsfw in terms of bulging in all of the wrong places
nope! im just optimizing my ez avis and saving headaches for wayyy later
good idea
or proportions that are out of this fucking world
Sadly I dont recall which world it was in since we hopped quite a few worlds trying to find him an avatar to use till he had his own. We were just mildly amused by the broken toggle that was clearly intended for rude purposes and moved on.
yes it goes down to my ankles what about it
from my understanding those check boxes are from very old vrchat they dont do anything anymore.
and for loading dialogs that is the exact issue why people think its ok. but go read vrchats actual TOS on the website.
and they havent bothered to remove it because why not

well thats the reason why its such a grey line, the discrepancies between them make it confusing.
cant answer that. think it was part of some old market place they had.
I was talking fucking thighs so thicc you would create a black hole from all the pressure
but u can still disable the ability to change them or allow the ability to remove them if they exist
but thighs isnt nsfw
I wasn't saying that
I was talking about proportions
Asking every hour until it happens: Tupper update when?
tupper update: eating cheetos on the couch again
also I would point out we have kind of wandered pretty far away from anything actually related to the beta
Oh my bad: physbone limits good
fite me
physbone bulges be like
yeah I also agree with the limit
Yeah it does technically violate 12d. I wonder if it's like mods where officially all of them are banned no matter what they do, but unofficially, select mods used by professional streamers for, like, cameras and stuff, don't get them banned.
Against TOS but not actively enforced without reason.
=_=
to track back to beta talk.
Hey you should upvote my canny posts. https://feedback.vrchat.com/open-beta/p/1184-bug-foot-detection-inverted
Still doesn't explain why they revamped their loading dialogs and left that weirdly loophole allowing tooltip in.
this is a issue.https://www.youtube.com/watch?v=pryVfRdCsm4
Have updooted for you jet
yes and just blatantly forgot the go button in the back exists
It's definitely weird I don't have the option to allow self grabbing for bones.
:D
Anywa
I for one am glad that my random complaint that the original beta broke one of my boobs has resulted in me being able to make a working arcade cabinet
I can do shenanigans now
its not for grabbing its for interaction
What does that even do? Ive been told the go button behind you does something but for me all it did was break my load process until I restarted VRChat.
shrecks dynamics
Fashion :D
it does the same as the regular go button but its theme is from like 2019
Ah
so when can we expect a esport fighting game with avatar dynamics.
all they need now is to put the old loading screen back in as an easter egg if you look behind yourself
On Quest it looks like the normal go button but with a weird red thing on it atop it.
If you use the Tag "Damage" for global PVP, right now
thats from their weird angular design choice at one point
Thanks to #AvatarDynamics, @MarinoDev's 'Avatar PVP' system can now be fully realized in #VRChat!
Here's a video showcasing some of the shenanigans we got up to while testing~🤜💥🤛
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Hi
So it's not possible to grab your own phys bones?
ya ive seen this but was curious for a arcade cabinet.
Sorry about earlier guys
it is.. Its part of self interaction
You may have disabled it
use a collision radius larger than 0 and check the size of your grab spheres
In this case isn't that more an easter egg? All the tooltips were redone in their new design language, so keeping "hey no NSFW outside private" when NSFW in private is ban-able seems... suspect.
I don't see anything related to self interaction
Amen
qm -> avatar interaction -> self interact
Ohhhh, in-game. Got you. I was thinking unity lol
And have the camera tagged as MainCamera
Not if you delete the cam, and create a new one
i also have my own free cam script
so i can move my camera around like i can in editor view
and mess with pb easier
oh no scripts
also fun fact
"advanced trigger"
you can kinda do scripting in animators
lots of funny stuff u can do with a large quanity of parameters and states
i remember writing a floating point calculator for avatar 3.0
like didn't somebody make a boss battle map in SDk2 exploiting the heck out of Animation controllers
congrats on them for wasting their time lol
but it only worked on numbers -1.0 to 1.0
U# and udon can do it lol
It's a float, what did you expect
it was before SDK 3 existed
-1.0 to 1.0 but expanded to integer
time travel then ig lol
so -127 to 127
and not actually -128 to 127 because of something funny with how vrchat networks a float
now that I think about it I can't think of many SDK 3 boss battle maps I've seen on vrchat
I’m 99% sure vrchats float networking is just integer/127.0
Yeah because it highered the quality by highering the difficulty
That option doesn't seem to enable grabbing or turn off touching. It isn't doing anything for me
Is your collision bigger than 0?
collision on physbones that's 0 cannot be interacted with in view
self interact will allow grabbing and pushing with the hand colliders
You gotta have a radius
otherwise it will interact with others and your own manually set colliders only
No, it's fairly large and interactable
which is funny also
because people with clients discovered u can network grabbing and posing still if u pretend there is a radius on your end
only way to prevent this is to disable the grabbing property
I do that in my toggles
My cherubs always have a toggled for the cord interactability, it gets annoying and by experience small kids can't FUCKING STOP PULLING IT
lol
yes unplug the protogen life support every 4 seconds
cuz funny beep boop sound
As a lifelong protogen hater
I like this idea.
cherubs > protogens
it exists
there is this proto avatar with a removeable battery
I do not feel bad, I feel good about it
and it plays a death animation and beeping sound
They disabled it, because they were getting mad
and every 2 seconds someone pulls it
too bad I say, protogen bad
also this contact tag stuff is going too far
people are putting finger label contacts on their boobs so they can slam them against buttons
at least now i have squishy cheeks
that can also press buttons
Brah I am not furreh
furreh has done the smexual harrasment towards me
no more furreh
No, only full body tracking users and dekstop users
they get the same treatment no worries
so everyone
Practically lol
quest users when they find a perfectly clean bed in murder4
I don't play murder 4
ok amougus
can u not animate the values of phys bones? i have an anim that changes the values on my tails script and its all changing and triggering properly, i can see the values being edited on the script but it doesnt actually change?
Isanimated
had it on, was a flaw with my anim logic, got it now
while ( $adupdatereleased != true); do ping Tupper "update? where is it?"; sleep 3600; done
is it intentional that physbones completely disables tracking/IK on armature bones?
No! this is a funny gag and I'm not trying to bother his actual work.
same man, i know they are busy, that's just another joke since he had a short linux talk in the ik beta channel xD
what update
Do not put physbones on any humanoid ones, it will lock em
Is that going to be fixed, or we just dealing with it?
Avatar dynamics
Are you... have you been living under a rock?
move whatever you need to its own root instead of a humanoid bone
Seems a bit odd to have this glaring issue in a release candidate
wait wut is it live? sorry i havent been paying attention to these things xd
read? no time ! #open-beta-announcements
oh ur right uhm
my gag is that tupper released a candidate
sorry lmaoo
so I'm jokingly asking him "update when"
ohhhh
Now that I have explained my joke it has lost the funny
then you better go catch it
You have failed the comedy
Kung IK2 open beta when?
That's actually interesting to hear ! I guess separating mesh between body/head can help ? having only deformations on the head happening, or facial expression driven by skeleton, or just less and merged shapeskeys
Curious about "when they are on", are they expensive even if they are not moving ? Or it's when they are updated ?
Actually that's something I've been wanting to put on the canny
a prop system for gameobjects, please tell me there's a canny fot it
it depends on the avatar. From own observations with a ~100k poly avatar separating the face from the body (body does not posses blendshapes) helped reduce the graphic cards load
I think i had an idea for one and one for clothes but idk which one i submitted.
You mean like for avatar props yeah?
any type is good. we need this system, disabling an object is far better for performance than just scaling it down
yipyip
Yersh
guud
Can't upvote it as I'm not logged it atm, but will do soon.
Avatar Dynamics when moment
Time for avatar model creators to stop making highly customizable public avatars if they are striving to not be "Very Poor" rated. by having 200 blendshapes to change every aspect of the avatar on the fly
i agree on that, but the thing is that the very poor rating is getting reached pretty quickly, hence i guess a lot of creators are like "its very poor anyway"
As soon as I reach something crutial and hit very poor, performance doesn't become an interest to me anymore
the entire performance system is flawed from a design standpoint, there's no point in trying to create something cool in the future because it will be very poor after a single thing
Am I missing something here? Phys bones is animating and updating the values but not actually changing? The tail should float up due to the negative gravity.
i do not judge that way of thinking. Its just sad that that way of thinking is a bit encouraged by the current limitations
We can still judge it for now
add a limit for blendshapes and I think there'll be a riot
We already can't add unity objects because material slots, and now we can't add blendshapes for items because of that limit, this system is becoming a joke
i wish they would include a vram limit as well tbh
For pc: 2Gb
quest 10MB vram
Not to shit on quest users, but mark my words
no, i mean it like limit per avatar
Yeah, even if you are under the skinned mesh limit for very poor.. you'll hit the poly limit before that. I had that issue with this model https://westhovenarts.gumroad.com/l/fSmUE 36k poly model but the clothes bumped it's poly pretty high and I had to remove a bunch of it's clothes to be under 70k
the gap between pc users and quest users is growing, and soon we will literally be unable to do anything cross compatible due to the limits
even though each piece was like 5k poly and under
if i crash nowadays it is in lobbies where i run around with 95% vram usage on my 11gb 2080 ti. sadly a couple of my friends face the same issues, reducing render resolution down to 60%ish helps prevent this in most cases
2k textures max, couple of matswaps included
I bully people on the daily for not crunch compressing. When your avatar is a bigger file size than the world. Fix your shit.
I will pay you, to kill yourself.
crunch compression does not help with vram size
lmao
I understand. But still, file size matters
thats true, i agree on that
This is a tiny test but this is literally what people do
My limit is at 75Mb
My limit is 65mb before it auto hides
claiming 30mb but actually being 210
that 120mb is max vram usage when i matswap literally everything. its downlaod size is 19.26mb
lowering it to 25MB post AD
My avatars I use personally is usually 30mb and under. Half of them under 20
I'm just trying not to walk into that triple digit area.
Mine is like 7
it's not good in any way but it's a start
Very Poor at 300MB+ please
OPTIMISE YOUR SHIT.
Please, if you may do it now.
no like that is it being optimised. It started at 400+
So many Avatars hit that 300+ mark its ridiculous
very poor at 100mb
you really don't need that many textures or audio of such high quality. people need to stop convincing themselves they do
besides the egocentrics and narcs, you are not the only avatar in the lobby. and you won't be in public lobbies.
I've never been able to hit 15.
It's so piss easy to optimize
Unless your mask is a gradient, theres no reason to ever go above 500 x 500
Yet I see 4k masks all the time
oh yeah, black and white masks at like 256 or 512 but usually the first.
Reminds me of that one time I was working on an Avi that used two 2k textures for a completely black and completely white mask
Literally could be a single fucking pixel

I wouldn't know, I wouldn't see them 🙂 I rarely show avatars if they have the blue fallback logo
Why is it at 2k
VRAM is not calculated into performance stats
I could make an Excellent Avatar that could take 500mb of VRAM
Easily
Give me 5 minutes
probably all their textures are coming from one ps project
very true
i recently have lowered the resolution of my model cuz of vram usage being high
I could slap 3 raymarch shaders on an Avi and still be Excellent and make your frames drop at an instant

4k resolution = bad for vram
10 8k textures, 50 body/clothing blendshapes, 1 mesh, 1 material
BuT iTs ExCeLlEnT ;-;
yikes
I really wanna see what happens when I create a material with Poiyomi on it and fill every single texture slot on the shader with a separate 8k texture
And then whip that out in VR
How to rob everyones VRAM
Unity crashes. Texture limit or something. Hit it with a material the other day and wrecked a project trying to fix it. Had to make a new project
LOL
waiting for the day for the performance rank to be calculated server side, so people can't modify the sdk as easily
At least I'm pretty sure. Use too many texture slots on 1 material and Unity closes.
Guess I'll have to find out where the limit is
I still have 2 more material slots left on an Excellent avatar anyways so I'm good
One of thems gonna be a raymarcher
Someone told me 64. That counts just slots.
i didn't test it myself
I wanna see just how shitty I can get an Excellent Avatar
Any shapekey limits in Blender

Absolutely not lmao
When will we get shader perf options
I did something similar. Made that Very very very poor model which performs like
and went to make a
avatar that noticeably dropped frames when you changed into it
It was just for the clubs that have the performance limits
I just wanna do some benchmarking tbh
I'm sure there's something we can calculate on shaders for perf
Kind of but not really no
I’m so upset
Thry has a material performance testing tool but it's inaccurate as hell
It's just for shits and giggles really
damb really, saw people praising it
oofers
The tool literally tells you that the values are scuffed
Big ass warning message
And that you shouldn't rely on them ever
oh reading? maybe that's why no one saw it
Mostly i just use it to see if i forget to crunch something
I mean looking at this chat like 7 hours ago you can see no one reads the announcements
LOL
Yeah people don't really like reading
There's literally 2 yellow warning triangles in thrys tool to tell you that you shouldn't take the values too serious
I mean
The SDK panel kinda conditioned me to ignore those signs
Because they're merely suggestions anyways
"Your Avatar is shorter than average" cool beans, VRChat 😭
average wich is 0.8m , small ones all over
I’m kinda sad about the bones being limited
"This avatar is not imported as a humanoid" like whatever, it's just a warning ignore it
You really shouldn't be, because questies gonna hide your avatar anyways if it had a lot of Bones, so what difference does it make
I wish we could hide those warnings tbh
nah dude just don't use phys bones at all, go on strike, make a statement
quit the beta
leave the discord
not using them will not change Jack SHIT LMFAO
uninstall vrchat
Same energy as people saying "it's quest compatible" but it's just the same model that's already unoptimized on PC but with VRC Mobile shaders instead lmfao
That thing isn't gonna run my guy
I literally think that's where the complaints are coming from
People seem to overestimate the power of the Quest
"But it runs fine on my gaming pc"

shorter than average? nah!
im not short, i am cute and adorable!
You won't be once I accidentally step on you
Swap dynamics to phys, upload to pc, swap to android, upload to android. "oh it's ready for quest"
Hate that lmao
What do you mean I can't have my 1 million poly 800 mat slot avatar on quest? Who care's I have an rtx 3090 with 64GB of vram? These stupid quest users ruin everything! Proceeds to become a quest crasher cuz he's fucking stupid

then everything changed when the limits nation attacked
Real gamig hours
soo......
Any crazy issues with this beta still going on?
Physbone limits !!!
I'm ready for all my models that toggle dynamic bone scripts to turn into spaghetti
let's get this show on the road
Gaming Gaming Gaming Gaming Gaming
Physbones Physbones Physbones Physbones Physbones Physbones Physbones
hey so this is really frustrating. Phys bones works for everything on my avatar except for the tongue
anyone know the reason why?
Where do i get the avatar dynamics
With the new physbones candidate out; what do you guys personally think of the comparison between it and dynamicbones? I don't personally have time to look into it myself at the moment, but I'm curious to know what you guys think of it.
It's the same in practice, much different under the hood
and will boost your frames by at least 9X than what Dynamic bones took.
(that doesn't mean more frames, just less lag)
and also
read the damn info channel
not you
the rest
Physbones are much better compared to Dynamic bones
and the salty PC users being pissed at quest limits can only blame themselves right now lol
It's definitely promising, I remember seeing a comparison video a month or so ago which shined physbones in a pretty bad light; but it seems this recent update fixed alot of what was wrong with it.
I don't really give a shit about quest limits personally lmao, the only thing I see most people angry about (justifiably), is most of peoples models being broken due to broken conversions from dyn>phys.
which is what they've really improved on from what I've seen
Models being broken is also their own issue
I've been warning people on live and telling them to warn others, this WILL break some avis.
rip to the older avis that don't get maintenenced anymore
It's moreso the fact that people are annoyed that they have to swoop in and fix 100+'s of models. Which is completely understandable as a modeler, it's such a nuisance
Been pushing them to test the beta to lessen the learning curve lol
and yeah, big RIP to the older deprecated avatars
It's not a model issue
it's mostly a unity issue
I meant avatars ingame, rather than stuff in Unity.
Well too bad if they're too lazy, the game is early access. they were warned
I mean, it's a bit unfair to assume everyone who's upset is lazy when they've poured thousands of hours into their work. Especially if they don't possess the assets anymore for their older work. 👴
I can understand both sides, really
imagine not keeping backups, thats on the creator
¯_(ツ)_/¯ anything can happen
such as hardware failure, etc
i am not upset about the update, im just like "and now i will update one avatar per day for the next month or so"
if a hardware failure makes you lose files, you don't have a backup
I'm not in much of a bad place myself, I have like 10 or so avatars I have to go in and fix which is no problem, but I'm a bit saddened by all of my older avatars not really being usable anymore. It is what it is, though
backup for unity projects? who in the world would...?
robocopy "E:\unity-projects" "\\servername-here\unity\projects" /MIR /XD Library
oh yeah, me
Unity is Much too stable for backups, you don't need it
anyone who belives that line needs to use unity a bit more.
I'm just happy I moved my projects to my gitlab now
I have too many backups saved for my world/model projects. My hard drives are so cluttered because of it. :^)
You know, I usually keep an old backup, and then a backup I update each upload
commit on each change so you can revert to anything
In my case, I've been making stuff for VRC for five years now, so I've made a backup for just about everything; especially for every Unity version update
no file duplication unless it's changed in the diff
I need to buy myself an external HDD for this shit
snapshots on my server and a daily differential backup from that to the cloud & external hard drive. can go back in time on a daily basis for like 90 days xD
not syncing the library folder of unity helps a lot though
I'm a bit of a nutcase when it comes to future proofing and protecting my work, so I typically make massive backups, even on like 60gb+ projects, and just store them somewhere like a squirrel. Never know, man.
something not backed up? not important data. That's what i am telling everyone
there's a decent .gitignore for stuff you should not sync on github
library directory in my avatar project is 11 gigs
20gb for a single project 
i just use git for backups and that works well
you sure about that
Library folder is generated asset and you don't need to include into backup file
i know
So talking about its size is irrelevant
I would like to ask a question about phys
(If I ask a question on the wrong channel please let me know, I will delete the message, I use a translator ,I'm very sorry >~<)
There are some chain accessories that don't respond or work properly in phys,I've tried constantly re-adjusting the settings but to no avail(the glasses in the video are one of them)
In regards to the conversion option for Dynamic bones to Phys Bones in the Performance Options, If I set that to keep dynamic bones, does everyone else see me in dynamics or would my model respect the option they chose?
It's a local thing. Others will see you according to the settings they chose
yes i think it will convert to user that have psyh bones
on options
so it respects user choice
ahhh my issue immediately comes back.
Okay, guess I'm ditching sleep this weekend
can't have everyone walking around with thin mesh strings extruding from their body due to phys scripts not being toggled by old dynamic animations
Dynamics are yes go make me B:)
i share your pain, dont worry
Tupper live release when?
did you really set a timer to remind you once per hour?
why you want it so badly it needs to be perfect bcs if it isn't that's another reupload for you
No I'm just outstanding at being an annoying little shit
Just reminding all of you to get up and fix your stuff before live
urgh I want to but I don't want to
should go back to the old sdk2 ones that I never use but cbf delete and properly decide to delete or update
ETA: <t:1650709440:R>
Completely off topic, how do you format this message to show that?
seems helpful
i will probably wait for that
for my production projects to migrate i think
i imagine the release sdk will be small fixes, nothing changing that bad about the avatars previously uploaded
This sdk will be updated for release is what he means most likely
they don't work in the weekends
What is the hard limit for on quest?
Too bad, still expecting it in days
^
I think 8 components 64 transforms
- This means that the Oculus Quest has a hard PhysBone limit at these values: >8 components, >64 transforms, >16 colliders, >64 collision checks
Good
that question came across more like Why than What to me at least
Why'd they only just do that? It's kinda silly in my opinion
ensuring good performance is the shortened version
wait, do the collision checks include or exclude the base colliders? (the ones automatically setup trough the avatar descriptor)
no more slap on quest shader and publish it for quest
It ran completely fine for me
it's still better than it was on beginning
a lot of people have said that but their testing is done to give a good balance between function and performance for the hardware/software available with max player count in mind
iirc was the general reasoning
there's a reason poor and very poor are hidden by default after all
My personal reasoning is that people will not give a shit about Quest performance if there was no limit, they would just keep their current Phys Bone setup without any regards for performance
so a limit was set so people don't fry the hardware
I think they just want it to have as little of an impact as possible, since it's not like on pc where they replace dyn bones, adding phys bones will just add even more stuff for the poor quest to compute
Totally wanted to add 1 million physbones
Quest should be happy to even be able to see that stuff in the first place
Speaking of stuff can't see, why aren't constraints whitelisted?
mobiles processors can't handle them as well
like transparency
Dev team probably busted their asses off to get this running on Android just to have people complain because they can't spam the living crap out of it

This update wasn't meant to bring quest into the Pc realm but it was able to bring some form of secondary movement to a platform that had none.
plus Phys is a lot more than just secondary movement
the limits give a decent range to add some interaction and secondary movement to models
Wait, so the processor just cannot handle them, like it's not because they are expensive to run, they just straight up not work?
My physbones are acting weird (they ignore the limits and bend too far) how do i fix this?
but there was never an intention to allow the live users to push it too far
Mobile processors just aren't as powerful and can't run too much stuff at once
I'm surprised there aren't other things on quest that get disabled when they hit the limit like particle systems. You can get some madness results with particles
Not to mention all the other components that also offer less performance or straight up aren't even a thing on Quest
madness= crash
I know that they aren't that powerful, but constraints aren't expensive to run, they are a lot less performance intensive than say colliders and rigid bodies
Tupper responded with whats up with constraints on quest there
just uhh scroll down a bit past the merged posts
wait, that last bit. What does he mean? Such a specific number
probably whatever number of constraints that you /could/ see in a public world ¯_(ツ)_/¯
Probably a floating point issue
You can actually use floating point manipulation to do some really fun stuff like grid snapping objects
Can someone please help? I have a time limit on how long i can work on this avatar today
It's not about that. The performance was actually fine before they put a limit. The limit affects avatar creators who make things for quest. Also this is a beta, giving your opinion isn't "complaining"
last test I did had 14520 constraints. It went about as well as you'd expect
was it fine though? or just fine for /you/
was it fine for the people in a public?
how many people in a world on average with it still feeling good?
I imagine they're being realllllly careful - stress testing this as much as possible
plus it's not like testing will just stop 110% and it'll never be touched again
That's a fair point. But quest does have a built in auto-fallback system to begin with. And other safety settings
True
running profiles of the theoretical max physbones you can have in a single world, and trying to balance that number between fps and number of bones
especially on quest, where afaik they HAVE to keep a minimum framerate to be listed on the store
But I think the limit in my opinion should be a option for what you can run, moreso than a hard limit.
TLDR: Having a limit isn't bad, it should be a bit more reasonable
What about constraint sources

each had 1 source. Haven't checked 1 constraint with 14k sources xD
https://docs.vrchat.com/v2022.1.2/docs/physbones There is an inside bound check box on the collider side here, but it is not visible in VRCSDK 0420 version.
PhysBones is a set of components that lets you add secondary motion to avatars, permitting you to add motion to things like hair, tails, ears, clothing, and more! Using these well will make your avatar seem more dynamic and real. PhysBones is a replacement for Dynamic Bones. While both systems share...

40 people in an instance using max transforms is 2560 transforms total. VRChat can have up to 80 people in an instance. This limit is there for a good reason.
Has it not been applied yet?
I'm generally always curious about pushing numbers and what it does to my precious Float operations
Float math is always weird
Empty unity scene had 3k fps +/- 100. 14k constraints later it was 1.9fps (729ms) in the unity stats
Honestly it's not a bad thing you've got a limit because it prevents just simple abuse of these components, and at least you can have a "reasonable" limit, because all Quest hardware is mostly the same. Adding a limit to PC just wouldn't be as simple
if only.
Upload it as an Avatar
nah it was 120 models in the scene
I just plugged it in and I have the option. not sure what to tell you
dammit I forgot why I opened unity editor now
thanks
Chad
yeah im a hero
God last night when i got on I heard little kids and adults expressing how upset they were because of the update
Me myself I had 16 avis and 14 of them were stripped of physbones
I found it slightly upsetting but it's understandable
What I heard people talking about was that there should be an option to where if you wanted you could only see friends physbones and stuff
Wdym stripped of phys bones
That's what's happened
if you have too many it will just straight remove them ingame
I will say floating point calculations are always going to be worse on quest, if you've ever been in a big world you can obviously see it getting very obvious rounding errors trying to handle it. Constraints are probably hitting a similar wall, not enough power to handle pushing thousands of constraints through the floating point calculations.
when you pass limits your freedom is stripped from your very soul
No way what lmao
based and linux-pilled username - https://docs.vrchat.com/v2022.1.2/docs/avatar-performance-ranking-system
Like I had avis that moved beautifully and then the update pretty much stripped it to only interactive bubbles
Okay but why tho
top left corner has a drop down to select different doc-pages from each build btw @near grove
If it exceeds the limit the avatar won't have Physbones, AT ALL
May as well not make an update lol/j
I've opened that page up so many times now it's the first result when I type "a" into the browser
Like, we are talking about PC here right?
Quest fam
How do i get lastest physbone VRCSDK

in the 2nd latest post in the announcements channel my dude
Theres a ton of quest av thats just pc version with quest shader slapped on 
Wait, that isn't how you make a Quest avatar? /j
fug, 99% of creators are doing it wrong
right*
I think that the hard limit needs an increase. Like increase the hard limit to like, 20 for the components-/hj
:p
it is still twice as it was at beginning
so i doubt it gonna be more
and infinitely more physbones than you had before
Isn’t a component a bone or something?
i feel like the componets should be 20, bc ligit we cant have anything except hair or skirt on human avis
This is why root bones exist
And yeah I agree the hard limit is a bit too low considering I handled 10 people with a lot of bones in one world just fine
They put the limit the way it is for a reason
^ surely parenting so hair+skirt takes up 2 components
Low-key so many people are about to switch back to live
nope
But feelings matter more I guess
hair that looks good takes at least 4
I wish I had a PC because God it's better there
We got the best lag
Let's just remember limits are done for the original quest. Performance is extremely limited there
looks good
that's honestly debatable - you're not trying to get the perfect flowing hair, - you go with the best you can do with what's given
Yeah lol
I plan to eventually make a PC on my own and get good parts so o can see things
The limit is too low, like at least 10-20 is probably better and btw (quest users don't automatically see avatars) so it's up to the user if they show everyone
yeah
you guys expect too much from 300$ device
Breast, butt, hair front, hair back, hair sides, skirt, jacket + 1 is 8 components. All can use root bones and will keep you under limits as long as you don't have like 10 bones in your chains. Having literally 1-3 bones in a chain is enough if you smooth the weightpainting.
The reason is bullcrap they say it's so "very poor avatars don't melt our headset" but we've been looking at very poor avatars for 2 months and I haven't had mine melt nor have I seen reports of them melting
The quest can do a lot for what it is in all honest
Sample size 1%
mine is very poor but doesnt melt or lag anyone
YES - and then they're adding physbones ontop of already verypoor broken avatars
Quest 2 though, original quest will definitely melt away
yeah remember that limits also need to consider quest 1
Defo
that's a good point, the original quest needs to be considered in the calcs too
Again that's already been happening and no one's complaining
I’ve seen redditors with clips of high bones on quest one and it did decent aswell so it could be raised a bit to Atleast 10-12
promise that people won't complain when they crash every 30 minutes because someone NEEDS every little bone to have a perfectly working physics simulation on a android phone trying to run vr
they should test 20 bones at least
I imagine they did
it wasnt laggy before
the quest limit is 64 bones - what are you even talking about
You only really can test at world capacity
they're talking about components but terminology hard
componts
I would say... quest user can be thankful that they can have that stuff in general. complaining about it is kinda weird xD
That's what I'm saying
If you got such unfair limiters put on your dynamics you would complain -_-
either way, the fact that vrchat runs on the quest at all is a miracle, the addition of any amount of physics bones is an insane feat
it's more the people that had everything are now being rationed to a decent amount but going from unlimited to decent can seem like a colossal hit to some
ur pc u wouldnt understand
we were excited by have stuff like pc butt now its so limited only furry avis can have phys that looks good
that will be fun if the times comes where vrchat removes very poor avatars for quest xD
That just makes no sense
If they do that people would be mad
If furries can make it look good then anyone can, they don't get special privileges, they have the same tools as everyone else lmao
furry is just ears and tail
Most avis have about 10-20 components so the 8 component limit is kinda 😐
If furry avatars look better on Quest than other avatars then that's not a VRChat problem, that's a creator problem, you're complaining to the wrong people
you guys need to know what limitations mean and what hardware is capable of. yes a pc can have everything but the lag is very real
@frozen cliff @near grove Once upon a time, before quest, there were pc limits that wouldn't let you upload at all and we worked with them for the sake of performance. We have been through exactly this before
Just become a furry?
Ok so you don't think the devs would learn from there mistakes💀?
If you're on PC you probably don't understand why us quests are "complaining" anyway
^
I didn't see it as a mistake, I wish it still was a thing
Exactly PC players don't even need an opinion on this
We kinda need a poll to check how many people are still going at quest 1 VRchat. Just to get a percentage of the userbase.
I walk around with 90% of worlds hidden because showing a model that has no limits drops my fps from 40 to 15
vrchat devs would have the numbers for that anyway
you mean that fabeled 20k poly hard limit, which didnt allow you to upload an avi at all?
Unfortunately we can't see them
So just like yall have been arguing don't make bad avatars with high amount of bones
I mean they can, if they also own a quest
I know and I'm a pc user and get limits from the performance ranks. I try to stay on medium on pc and poor on quest. I know what limitations mean
Tupper update to live when?
I'm not even talking about Phys Bones anymore, I'm just saying that saying "only furry avatars will look good" is a stupid argument and not VRChats fault. If you want better Avatars, push creators to make them, you're complaining to the wrong person.
and make use of root bones instead of giving every strand of hair it's own component, one thing i also see from time to time
yeah and a lot of us don't, but people abuse what they're given. Give someone and inch and they'll take a mile.
fam it'd happen to quest too and then showing a model would become a game of Russian roulette
That's true and yea, I didn't mean it like that, it was a joke tbh
This setting is extremely handy for physbones, before i had to use radius to make the root not move
Ok then again give us what PC players have an allow limts button
hmm that wouldn't be stupid idea to have limit turned on by default
but only for quest 2
💀
and have a option to have it off so there no limit
i'd say, make a canny about it and vote on it
I think there was a limiter for dynamic bones too on default in the settings in vrchat
You don't have the hardware to be on the same playing field. If you want to play with pc avatars, get a pc xD
having it off..... and then u would complain when people crash u.....
I feel like the limit should be a toggle like dynamic bones on pc
i can block
A PC has infinitely more horsepower than a $300 smartphone headset
ur full of shit
im not
Nah u serious? Naaaaahhhh u aint real
Me neither
you don't have lags now bcs trolls dont use beta
not once even with somone who had 300 bones
and around 40 componets
it was a big avi XD even my personal had like 30 componets
can we please just chill a bit more in here. we are just talking the same thing over and over again :D
No that is not possible
Fkite, let's fix this
Even without Physbones you still have that problem on quest
I am able to link my headset to a 2016 dell and play vr and it runs worse than my quest so no YOUR PC runs better
or maybe a way to select how many components you are allowing to be shown?
^^^
People barely know config.json exsist, you think they will read about the new stuff ?
The issue is that did you test that with lots of people in a lobby with similar setups as yours?
Sure it may not lag for just you, completely accept and understand that. But if 20 people had that then there may be major problems
Priority bones?
Yes thank you!
Cry about it, you're not getting a higher limit so if you don't like it, make a canny. go annoy the actual team instead of acting like a child and throwing a fit on discord
remember quest users that us pc creators need to consider quest versions too
yeah imagine a world with 40 of those avatars
@frozen cliff have u made these suggestions on the canny?
¿Porque?

no need to be toxic, this is callled open beta discussion for a reason the team looks at this chat for feedback as well
enters channel to make an announcement
... is this a bad time? 😶
But they want canny posts still
idk i wont lie ive always found optimizing avatars for quest kinda fun, i always learn a lot. like how to manually atlas :)
ur fine go aheas
They don't take feedback here, they need the canny for most issues.
Definitely
i myself understand the limits, since i have had issues already just playing on the quest and showing just a few avatars, but at the same time i'd say, give the people some amount of freedom, so that you can adjust depending on how many avatars in the world.
yeah. the canny is most priority for a change in vrchat
cool, I'll get back to benchmarkin' then
For making a canny post on the max allowed numbers, if there's a world that allows a high player count, collecting a large number of people with max Components/transforms and showing that having a lot still gives good performance would give a good platform to build an argument
yes
hover over them to see tooltips of what each param does
Does VRchat do vulkan yet? I believe it's still Opengl right now
VRChat is DX11
We're having a passionate discussion on the implemented hard limits for quest Phys bones
I agree with this 100%
But we literally can't do that anymore we would need 30-40 people for it to even equal up to what used to be 7 - 10 people
Tell us
quest should be OpenGL ES 3.X IIRC
you'll mostly be messing with pull and spring for those
just play with it in play mode until you're happy, then copy the component, unplay and paste it back in
I figured out how to workaround a dumb AV3 bug which was preventing my public physbones benchmark avatar from working properly; now that it is- I'll likely be ready to feature it alongside release with the rest of my data so all of you can test the differences more granularly on your own hardware and see the differences both systems have in long/short chains
I've been slowly adding some decent defaults for my avi's to a text file so I can just enter whatevers closest and add them in then tinker from there
working really hard rn, but the end data will include both clean "pure" tests of chains between both systems and real-world conversion differences with common avatars from a variety of sources
can't report exact numbers yet (spoilers!) but it's pretty good
Uhhh nice, when I did some testing with my own "Test Avatar" I always had around 30 frames more when using Phys Bones in desktop.
Gald to hear that
tons of numbers to gather today, I'll get back to that!
all I wanted to do was play isaac and eat junk food aaaaaaa
Haha you would whish xD
Pretty happy that Phys Bones are finally coming out though ngl
glhf - doing the lords work
physbones gave me 10fps more on my shitty laptop
That's good
Has there been any observations how this update may affect CPU core usage and anyone currently restricting the game's core affinity
Why would anyone do that?
Unfortunately because of the way VRchat is built means that it's extremely hard to have backwards compatible performance boosts with older avatars and worlds. Such as switching to vulkan, adding application spacewarp, and many other things. At worst, we'd have to collectively say yes to removing hundreds of thousands of avatars and worlds to get better performance, or at best wait a few years for a automatic conversion system to come out the pipeline.
It's been common practice for a while to use process lasso rules on vrchat.exe
no change
at least- I haven't seen any real difference from the tests I've done
Meaning that it literally is just a better physics system overall, rather than just multi threaded?
both, yes
yet to test whether the affinity tricks are still relevant; I just haven't heard of/seen any reason to assume they aren't
I mean there's definitely ways to force it
I mostly use it to keep vrchat.exe on one CCD on my Ryzen CPU
Changes
- Added warnings in the SDK when building Android assets when Avatar Dynamics components exceed Very Poor limits to inform the author that the components will be removed at runtime
This doesn't seem to be the case I'm over very poor limits and not getting a warning before I go to upload
Did I miss something?
Or are the limits higher than I thought?
Still seems to rate as very power both on quest and pc but no warning
the limits should be riiiight below that
jesus
I see no warning about removal
nah vrchat will just strip all physbones when you go in game
haha you wish
also for the love of god optimise that shit
Does performance even change if you give it all of the CPU it wants?
If I can't get it to look good, it won't have ANY physbones on quest
currently missing, if you look on canny they will be changing it as someone already seemed to make a canny about it and it's marked as tracked internally
it isn't even avatar for pc
You probably don't have the latest SDK
There actually is a warning
It has a pc version I only posted the quest version
It IS the new sdk
Weird
also update your unity
warning but apparently not clear enough for some people
no
Have you restarted Unity?
The Warning should be right there where it says Phys Bones are Very Poor
Heya doc!
Hehe, let's hope it releases soon

"vrchat broke IK AGAIN" when it hits cause of mod users
Just tell them to use the IK beta xD
Lol 😂
But yeah last night I went to finally add physbones to an avatar I made for the occasion
It's definitely good for PC users, might need abit higher to at least 16 in the very poor for quest. Just so it's less of a pain point for parity. In fact a dynamic turn off of components if not being touched (but you could pick a few to be always on) might be a good way to keep performance higher.
True!
Tupper live release when?
We will never know
Seperate dynamics toggle maybe? Friends on by default and then for others you have to toggle it seperately from showing avatar
I mean they said it will most likely happen within the next day or so
It would Time out and smoothly snap back to static position if not touched in a bit.
` yeah in performance options you have toggle
~~alcholics ~~social people will rise up in anger if you do another weekend release
then quickly sit down at mirror
Lmao
Honestly should just be a feature, useally I've always seen people's avatars get stuck with odd positions that they can't fix sometimes
Oh yeah! I’ve seen that
Contacts would be already on every bone you can touch
So it would seem easy to implement
And would be a nice performance option so you can set the timeout timer to 15s, 30s, and so on, even off if you'd want.
Might make a canny.
Last test I saw, the physbones conversion removed colliders that were set up on the avatars. Has this been fixed? I don't want to manually re-set them up.
And for this beta announcement does this mean the PhysBones are going live in the BETA in a few days or live in the LIVE version in a few days?
going live in the next few days
dynbones colliders go poof on convertion in sdk, last time i tried em
...so literally everyone will have to manually redo all the colliders on every single one of their avatars
Yeh i only had them on wrist
This is going to be ab ABSOLUTE nightmare lol, okay, just checking
I believe so
I have like 90 avatars and I cycle through a lot of them frequently, this is going to SUCK
You sorta wanna redo it anyway, without radius its very hard / impossible to touch a bone
Ive converted quite a few avatars dyn>phys , its not hard, even fixed some roots so its way better perf rating
ignore multi child, very good
the best time to start converting avatars was 10 years ago on first beta release, the second best time is now
Why would I have started converting my avatars if the SDK release wasn't final
What's a good indicator of velocity and how that translates to VRChat collider movement?
I've warned creators in live to at least look at the update, they just kinda shrugged it off
lmfao who's laughing now
because they can sorta still work with older sdk release (or at least have settings that won't change /much/)
Especially since that would have meant keeping two, entirely separate projects created, rather than waiting until the SDK was updated to its release version and updating them
there's an autoconvert that tries it's best, but it's not perfect
use it as a base, and tweak and test to get it right
So..In beta..no limit on quest for phys bones..but the update for a possible update has a very limited amount of phys bones you can have…
Whhhhhaaaat??????
You want posable off most of the time
Think the autoconvert also set 'isanimated on' wich is... eeeh 🔨 only a few need that
Welcome to beta testing.
Adapt to the new hard limit or don't use phys bones at all.
this, I back this
wise words Justus
Little harsh- everyone is just saying their opinion to be honest
yeah I see that, but it's not that much of a effort honestly
Well we were told physbones on quest wouldn't be too limited, but it's Abit tighter than expected
yeah maybe in future it gonna have better limits
I do agree with fox on that
I'm not keeping too projects the new sdk is backwards compatible with the live version I have both my quest and pc assets using the newer sdks and have had no issues
It'll be out in a few days anyways
Used the open beta sdk on live, have 2 versions of same avatar one with physbone/dynbone , both work on live (dynamics course wont do squat currently)
Likely friday
I'm flashing back to SDK2 limits.
yeah the best way was to leave the live avi's untouched, and just publish a AVDynamics duplicate while you test
I do hope they fix the Gravity Falloff, because currently its broken with animations. Thats not a small bug, thats functionally broken for a good amount of use cases.
We really need to make sdk2 disappear.
That's what I've been doin!
Working out great so far
Might I ask do you mean something like a hand gesture that should cause my ears to fall down doesn’t cause it to fall down?
yeah
I gave up with that for all but my main avi's though - people can live without dynamic bones on the avatars for a week or two
Because dynamics isn't the native physics engine
Anyone using gravity with falloff that has any kind of animation will see weird glitches and jitters. Its something they added in recently which still needs a few fixes. I fail to see why you'd just dismiss something thats bugged because you dont use it.
It's gonna be such a good day once my prop swing activate prefab is completed and released.
I would also like to make it clear, I love what they have done, its awesome in so many ways.
But for me and other people I have talked to this really needs a fix. Its a smaller bug, but something that will create problems for many avatar creators, including me.

oop deleted ping
didn't mean to ping ya
Physbones components are just the amount of possible physbone chains right?
nw idc
8 separate chains, 64 total bones affected
seems fine but two ears + tail, = 3 already
you have 3 tails?
So my ears , 3 hair tufts and tail would leave 2 chains left
my hair, hoodie, tail, and keychain is only 36~ bones
I’m a new unity user
you can use a root bone to combine down component use
So this is still extremely alien to me still xd

You should start rooting together your bones that have the same use.
For me, Phys is on Headband and that one component affects both ears.
How hard is it to have them act as separate ears that way?
I can grab them separately natively so not hard.
they should just make the limit 15 or 20 tbh
afaik the only downside is you can't pose them independently
At least 12
Kinda odd should be able to pull them around and they'd stick at the same time
yeah-ish, you'd want separate components for that
assuming you can't, I tried it once and it didn't work but that was when the beta first came out
Ok for reference my personal had 76 components, and for a lot of people ran perfectly fine. I don't understand why they did this..
Build your case on the canny and get some voters.
Rally whoever ya got Nodders.
there is no way in hell anyone needs to have 76 components
Individual experience isn't a convincing enough metric for a game this size
Darlin' I can send you a screenshot
I'm curious to see what your avi looks like/what components are used for
please do :)
“i have 76 components” please use a root bone on your skirt and hair
Let's just start combining those chains that's like a ton that even goes past PC soft limits
whole quest comunity is upset ngl from wat i been seeing and im not just sayig this cus im one
We gonna talk about optimizing it? 👀
#quest-optimization is fun
hip bone becomes a physbone
it breaks
cant tell if thats a sarcastic oh or you never thought about it —
Lemme show hol up
Make another root bone parented to the hip for all your chains then
^
wat kinda parent
unity is strange and has no proper concept of 'bones'



