#open-beta-discussion

19 messages · Page 27 of 1

tender dome
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man why do i only ever find the lame bugs

tender dome
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one day ill find a bug that makes the users pc explode and i'll report it and i'll be seen as a hero

hazy linden
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I meant more the main menu. Where even adding the vrc+ button long ago made it feel crowded. The quick menu would be too small for it

inner kayak
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i cannot unmute

wind talon
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This message is an ad.

grim zealot
supple forge
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God, imagine having money

tender dome
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i always get so confused when people call them ads

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i dont see the mcrib being promoted to me on the quick menu ever

inner kayak
wind talon
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i kinda get it, some people see the banner format and immediately assume ad

inner kayak
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i try to replicate NazrinNod

wind talon
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the banners (or formally, the "info push system") are meant to be a way for us to nearly immediately communicate with people in vrc

molten cobalt
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and one of them does include please give vrchat money

wind talon
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actually i need to enable the beta banner, whoop

grim zealot
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The art style is pretty poppin' too

tender dome
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seeing a new banner does get me pogging

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idk who does the graphic design for them but you love to see it

uneven jacinth
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are there any plans to update the sync rate for OSC?

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at the moment OSC + face/eye tracking is too slow, network wise, to be usable, without smoothing anims.

inner kayak
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something something interpolation better than update rate for that use

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forgot, scroll up yNekoPat

supple forge
uneven jacinth
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you can hack this by adding the params to your menu and keeping the pie menus open while you're doing the tracking and that helps

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it'd be nice to have that update rate all the time.

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without having the menus open

leaden cairn
patent hollow
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if they just show up once and go away nobody would remember

humble pulsar
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Personally I never had an issue with the banners

supple forge
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Or even just have a toggle in the settings menu to hide those banners

patent hollow
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maybe once per session

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doesn't bother me either way

wind talon
# uneven jacinth you can hack this by adding the params to your menu and keeping the pie menus op...

we talked about it a bit before up there, but here (AND AGAIN, i am not the feature czar, this is me paraphrasing, this is not me making guarantees):

  • the radial menu thing is an unintentional side effect of having OSC, its kind of a bug but not really, not a super big fan of people using it the way they are using it, as it complicates us making... well, basically any changes there. we have to account for this odd "spacebar heating" use case. dead
  • avatar params is not meant to be the final form of face/eye/etc tracking so we aren't trying to push for that. the "final form" is likely some kind of native on-descriptor definition driven by OSC and any native solutions we end up implementing. networking for that would likely be its own network stack or piggyback on a higher refresh rate extant stack like IK/pose.
  • faster update rate isn't necessarily the solution here-- a bit faster might help but really interpolation is what'd help. right now there is zero interp
leaden cairn
# patent hollow maybe once per session

but then how long do announcements last? I don't need to hear the same information once per session for months? Also about remembering, does everything need to be remembered? It is great to convey information, but a lot of people wont care either way, or if they do they will access it in other ways like through this discord.

wind talon
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tbqh banners haven't changed, they are off topic for this channel dead

molten cobalt
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like as an example open Beta announcements need to stay around the entire open beta

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so what's everybody going to do with those extra parameters to be more on topic

uneven jacinth
wind talon
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No roadmap, no estimate, again, this is me tossing out my wishful "magic wand" thinking here as a result of translating internal chatter and convo into external digestable format that's bound to get screenshotted and passed around until it looks like a ifunny post. 😄

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However, needless to say I'd love to have it sooner rather than later!

ionic bison
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+1

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Eye tracking is coooooool

wind talon
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it is, phase uses it

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its creepy

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but cool creepy

sour epoch
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wha

wind talon
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doxxed

lyric ocean
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lol

tender dome
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i dont want eye tracking, that means true eye contact will be a thing

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i dont want that

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scary

humble pulsar
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Oh god yeah

patent hollow
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peepoLeave

wind talon
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peepoArrive

sick creek
humble pulsar
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Introverts like me will have it real rough then, having to actually use your eyeballs to look at people. Scary
xD

mortal plume
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I use face tracking and that adds a lot to expressivity. been debating if I want eye tracking or not

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if I do get it, I will probably have a toggle for it bound to a gesture lol

hazy linden
mortal plume
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^

tender dome
modern tree
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people will have to deal with me not looking at them just like they do irl

mortal plume
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you can do that by having proxy bones for the eyes

sick creek
modern tree
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not my problemmm

mortal plume
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1 pair of bones for real eye tracking, 1 pair for fake eye tracking, 1 more pair that the eyes are actually weighed to. put rotation constraints on the latter with the other 2 bones as a source, and use an animation to switch around the weights of those 2 sources

lyric ocean
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i can go even crazyer with my fx layer as if it wasent cancer enough

uneven jacinth
wind talon
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i mean you can also just not get a headset with eye tracking, it isn't like that's going to be a challenge

wind talon
modern tree
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at least people won't be as disappointed that i'm not as "confident" as i seem in vrc lmao

patent hollow
mortal plume
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with the vine boom bound to it

wind talon
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eye tracking is one thing, but eyebrow tracking is simply one bridge too far

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the technology isn't ready

mortal plume
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heard from a source that Cambria is supposed to have that

wind talon
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i mean i heard from a source cambria is supposed to print money and have a functioning fusion tokamak built in

uneven jacinth
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lol

mortal plume
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ah yes

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how could I forget

tender dome
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i heard from a source cambria has a built in coffee maker

mortal plume
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sold

ionic bison
uneven jacinth
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it'll be interesting to see how accessible Cambria's face+eye tracking is to VRChat.

tender dome
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coughy time

mortal plume
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new project cambria leak

inner kayak
tender dome
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hold on kido i wasnt on beta

inner kayak
uneven jacinth
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@wind talon any clues if Cambria's face/eye tracking would be accessible to VRChat? 😏

wind talon
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i have no idea

uneven jacinth
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fair enough!

visual tangle
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Is the increased parameter limits here to stay when it gets pushed to live? A friend of mine come to belief it's only temporary.

patent hollow
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it's only in the non-live open beta

humble pulsar
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Yeah it will be a permanent feature once this update eventually goes to the live branch.
Nothing is 100% sure for beta though

wind talon
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the answer is "yes, of course its here to stay"

humble pulsar
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Indeed.

visual tangle
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Well one friend, apologies, they got mixed out when it was mentioned parameters being used for facial tracking was a temporary solution and I guess they got mixed up thinking you were talking about parameters being increased. Thank you! Sorry for the confusion!

wind talon
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it's a great "preview mode" tho.

stiff acorn
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Oh boy, more parameter memory to play with!

visual tangle
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It is! OSC is great and I love what's people have been doing with it

humble pulsar
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Yeah I’ve seen some mind blowing things with OSC

hollow belfry
tender dome
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wut

stiff acorn
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I might put face tracking on my avatar for the lulz now that we've got double parameter bits lol.

visual tangle
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it is certainly a parameter costly thing to have, but now we got more room to handle that with feature-heavy avis

stiff acorn
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Also desktop updating parameters as fast as VR now is big for me, cause I'm a desktop player.

lyric ocean
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so i found a bug now the fun part is finding out what actually broke

inner kayak
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might just be since i've not been desktop for a while, but i don't remember my hand sticking out while grabbing props working on every avatar before

wheat fjord
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OMG

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Oh my God thank you so much vrchat

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Doubling the parameter space friggin awesome

inner kayak
wheat fjord
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I think it's going to take months and then it doesn't

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I'm incredibly impressed

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And excited

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Doubling the parameters spaces one of the best they did

lyric ocean
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im so confused i have a animation. works perfectly fine for myself and on live but on the beta no one can see it

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i see it working pefect for myself but no one else can

wind talon
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reproduce it, post the repro steps with the avatar id as a canny

lyric ocean
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ya i narrowed it down to the specific animation will make a version i can just release and let others tweek at it and see whats wrong

inner kayak
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used controller and mouse/keyboard at same time, mute and gesture buttons dont work on controller or keyboard now

mortal plume
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is it safe to use the new SDK for uploading avatars for use with Live?

muted brook
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heard no

shrewd estuary
sour epoch
mortal plume
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that's what I figured but just wanted to make sure

timber jewel
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That's a big beta holy moly

shrewd estuary
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beta^2

timber jewel
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Just out of curiosity, what was done for the significant performance boost for Phys Bones?

shrewd estuary
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gave them gamer juice

sour epoch
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they have a reduced update rate at a distance

shrewd estuary
timber jewel
sour epoch
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that's the most user-facing thing about it though, apparently there's a bunch of other more technical things like just a general code optimization pass

mortal plume
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would love to see benchmarks

timber jewel
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good to know ^^

timber jewel
mortal plume
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like an 80 people lobby with people spread out at different distances

lyric ocean
shrewd estuary
shrewd estuary
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tfw tracked internally

inner kayak
shrewd estuary
timber jewel
sour epoch
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not sure

shrewd estuary
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only one way to find out ig

sour epoch
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it's kinda hard to tell because this only changes the simulated rate but it still gets interpolated every frame between the simulated positions

timber jewel
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ahh that's good

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I hope this wont cause any problems for stuff like grabbing & pulling, so that they will be at the same position for everyone.

sour epoch
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basic functionality was tested but yeah, always more stuff to be found out in the wild

timber jewel
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It shouldn't hopefully, since if I remember correctly the Phys Bones will always move to where they are for the Person who uses the Avatar once you let go from them / pose them.

shrewd estuary
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open beta branch, not ik beta branch

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no

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ik beta still is tho

timber jewel
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I wonder how long until it comes out to live vrcCatThink

shrewd estuary
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soontm

lyric ocean
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probably not long

limber quartz
wraith island
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That's a lot of parameters

timber jewel
timber jewel
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wrong reply?

lyric ocean
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ya lol

inner kayak
warm cedar
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Time to make my cherub even worse ONCE AGAIN

timber jewel
keen nova
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Oh, I didn't realize beta chat was back. lol

storm fossil
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Nice, added steam deck controls in new open beta, but do videoplayers work on it aswell or not? I don't see anything about that in release notes.

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Also somehow the steam deck microphone in vrchat sounded terrible for some reason - others people could hear themselves and the sound was cutting out. Gonna test it out now, hopefully that is fixed now or in the future.

timber jewel
storm fossil
timber jewel
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Yeah it's a Proton issue if I rember correctly

bright pewter
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It boils down to codecs and WMF

bright pewter
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I see you're in the NEOS Discord. In their case, videos work fine on Linux because they're using libvlc for audio/video stuff instead of any system-native multimedia helpers exposed by Unity.

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Which isn't a good solution for VRChat, because Neos devs despise libvlc, and would much rather use basically anything else.

rain harness
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oh? 256 parameter memory now? i am definitely getting eye tracking with my facial tracker now

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now i can pair every avatar with eye tracking and mouth trackin pretty much its funny i always wanted it to be more because i would just go over the limit most of the time. 256 is def perfect i think

timber jewel
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Yup 256 is great and in one year everyone will complain about getting even more xD

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(hopfully not I really can't think of anyting you would need more than that)

rain harness
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i mean with the dynamics system you do not even need parameter slots

bright jungle
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inb4 people using ints and floats for literally everything :sadge:

rain harness
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i made an avatar with sheath unsheathe. swing sounds and hit sounds takes no parameters

inner kayak
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damn cant use WASD to scroll the main menu either now

timber jewel
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Btw should issues with IK 2.0 be posted on the Open Beta cannz or should we still use the IK 2.0 canny for that?

inner kayak
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oo can scroll sideways with mouse wheel and the Mouse5 back button also workssss

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i wants to scroll horizontally while holding shift like literally every other program ever, but think that would need to wait til MM beta

storm fossil
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Also noticed in the new open beta that the crouch key is mapped on steam deck, but not the prone key (z on desktop), also prop rotation is done by holding L1 - using left trackpad for it would feel much more natural, and you could map prone to L1, also L4 L5 R4 R5 would make alot more sense for gestures since these buttons are right under the fingers.

inner kayak
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when i was messing with the gamepad stuff, holding the left joystick down would put me into prone

clear torrent
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Bro 256 avatar memory vrcCatLove

silver ledge
timber jewel
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yeah but you can now have lik 32 of those, I think that should be enough xD

silver ledge
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I just hope people don't get the idea "I have 256 bits now, so I can add another 100 layers to my fx controller"

inner kayak
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i have no idea what to do with all those bits

silver ledge
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Agreed, that should be enough now I hope, I did hit 128 pretty consistently (I usually would use like 140)

timber jewel
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Yup same I can now finally do some OSC stuff xD

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Btw what happens if I load an Avatar with the new SDK and more than 128 Paramters in live? vrcCatThink

silver ledge
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I guess everything above 128 wouldn't get synced

inner kayak
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i was told if above 128 the game ignored all parameters on live

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need test

silver ledge
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All I need now is less unexpected behavior of physbones with scaled bones in the chain (like making hair shorter with scaling a single bone), then my creator life is fulfilled xD

storm fossil
inner kayak
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just looking at this feels weird

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so many ints Scared

last viper
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All I need is access to parent constraints for quest (even if its with harsh limits)
I have seen some canny post that were set as tracked internally but can't seem to find em anymore

silver ledge
inner kayak
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when did the Quest Creators canny board get removed CatConfusedDS

lyric ocean
inner kayak
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scary

lyric ocean
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its not scary yet

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just wait till after this update

timber jewel
lyric ocean
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it might still get added with limits

timber jewel
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Which is kinda sad, I still hope that we will get them at some point in the future :/

lyric ocean
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like physbones

timber jewel
lyric ocean
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limit it to like 10

timber jewel
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10 would probably be to much xD

last viper
lyric ocean
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not really thay arent that bad but people will put 100s

timber jewel
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Quest is havealy CPU limited, I'm honesly suprised that they even got Phys Bones.

timber jewel
lyric ocean
inner kayak
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i remember on the "constraints on quest" canny, tupper said something about wanting to tell something preventing quest getting constraints in the future but the canny was deleted awooHuh

keen lantern
last viper
lyric ocean
last viper
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I mean, I assume that they have been tested in a quest build to actually see their performance within said environment?

lyric ocean
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it was previously believed to basically be free i still wouldn't call them expensive

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though havent seen actual numbers

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kinda curious

sour epoch
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they're free in small numbers but they scale disproportionately. there's a huge jump to multiple milliseconds around 50

lyric ocean
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ya sounds about what i expected

keen lantern
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by all means i wouldnt mind a hard limit on it if it truly does cause an impact like that

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i was happy about the physbones limit

inner kayak
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i want 1 single parent constraint fubukibigsmile

keen lantern
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theres alot you can do with just one

inner kayak
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it for hair in first person yNekoPat

keen nova
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Man, I'm so exited to mess around with the new max amount of pram bits.
Now I can make more OSC magic, with out having to use weird compression tricks. neonAnimeNightmare

silver ledge
inner kayak
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kzGuraPat i would be using for twin tails in the back cause they can be grabbed with physbones now

last viper
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Actually I wonder now, for parent constraints do they always have some impact on performance or only when they are set as active?

Of course there is some performance cost but I'm asking more like, does setting a parent constraint to active cause the performance to go down at that specific moment?

mystic turret
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Okay are we back in beta ?

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Cause if so omfg why

near grove
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Not disputing the performance impact, but was curious if anyone had a reference to the parent constraints discussion? I'd like to know how much evil I am visiting on others by not slapping objects throughout my armature.

timber jewel
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(If you think about bigger instances)

lyric ocean
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to be fair thay could make more than 2 or 3 make you very poor and at that point your blocked by default

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with a higher hard cap

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but its up to them

timber jewel
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Yeah

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Most people really just want one or two anyways

last viper
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Worst case scenario would be like 32 players where everyone has 5, so around 160 parent constrains. Then again that is worst scenario and I doubt such an scenario would pop up

bright jungle
topaz nimbus
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Just want to ask and confirm because brain slow rn, but is the new SDK only working for open beta? Like how I would want the increased parameter memory and wanted to use it in the live version for example, would it work?

keen nova
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The open beta is not network compatible right now, so live is stuck at 128b for now.

topaz nimbus
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Alright thank you so much!

timber jewel
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If you upload and Avatar with more than 128 Bits, it will work fine in the new Beta, but they everything beyond the 128 mark will be ignored in live.

wheat fjord
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I'm a bit confused

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before tonight, the ik beta was network compatible

errant cypress
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ik beta =/= open beta

wheat fjord
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So 11946 is not network compat

errant cypress
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ik beta is still network compatible, open beta isn't

wheat fjord
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but 11944 is?

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So the open beta includes 11944's IK 2.0 improvements plus more?

errant cypress
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Presumably, yes

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Check the patch notes for more info

wheat fjord
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I saw that

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I haven't had time until now to read it fully

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I am so anxious for 256 bits to reach live

inner kayak
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not only what went above 128

wheat fjord
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I imagine this open beta won't be in beta for too long

errant cypress
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¯_(ツ)_/¯

timber jewel
wheat fjord
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If you had paid attention to the OSC github page the 256 parameter thing was mentioned, you'd know this was gonna happen, just never imagined it would so quickly, but I love when I am pleasantly surprised.

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VRChat has been rapidly evolving over the past 2 years.

timber jewel
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Yup same, I knee they planted it, but not that it would happen so quick xD

wheat fjord
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So exciting, I'll finally be able to implement eye and face tracking into my avatars

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I like making multipurpose avatars

timber jewel
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Yeah I don't have a HMD with face or eye tracking so I sadly can't

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Valve, where is my Deckard????

wheat fjord
timber jewel
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Yup, hopefully

wheat fjord
clear torrent
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I actually started modeling my master complication watch yesterday
Knowing that I do not have to worry about it having too much functions taking too much memory is great

wheat fjord
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It's still in proof of concept stages

wheat fjord
# timber jewel I'm gonna cry

Valve is very focused on the steam deck technology at this time and that technology is a very large stepping stone to creating a standalone headset that's x86-x64 compatible (has compatibility with the steamvr library)

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They don't want to create something that will be outdated in 6 months

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they want a headset people can keep for atleast 2 years before being obsolete.

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For example is there SteamVR tracked headset that is available at this time, that has all the features of the Index with no drawbacks, that costs the same or less than the Index?

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Keep in mind while the Index full package is $1K the headset alone is $500 and all other steamvr tracked packages and headsets cost more than the Index at this time

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While some include features the Index lacks, they have a drawback, usually in terms of audio or FOV

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Or adding audio costs $150-$300 USD and it costs more and is inferior in terms of quality of audio (both mic and headphones/speakers)

timber jewel
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Yup the Index is the best allrounder for me, especially for VRChat

willow tartan
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Did they update the osc update rate for facial tracking? So it doesn't look choppy for others?

inner kayak
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no, they brought Desktop parameter sync in line with VR

willow tartan
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The current update rate is 5hz as far as i remember?

inner kayak
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around there

bright jungle
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and yes, the update rate is 5hz

wheat fjord
inner kayak
wheat fjord
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They have expressed interest that OSC will eventually sync at IK speed

timber jewel
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Not really, they plan on implementing Face Tracking in to VRChat without needing to use Paramters etc.

timber jewel
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The Sync Speed of Paramters will probably not change.

wheat fjord
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There's jitter with the facetracking OSC app

timber jewel
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Not sure about that

wheat fjord
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This is in the canny

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I've also used it

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Locally its finee

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Remote users see some jitter

timber jewel
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Ah okay, yeah I remember. It's slower but it gets faster when you use the Parameters in the Expression Menu and have it open.

wheat fjord
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Once this beta is live I am going to use my vive pro eye and facetracker more

timber jewel
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Such a weird "bug"

wheat fjord
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I have haptic integration done already

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Just need to add eye and face tracking to my main avi

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Why is my space bar only working sporadically

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There's no dirt under it

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As soon as it's commercially available and I can afford it I'll plug my brain into VR and never look back

strong cedar
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Now that we got more params

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I need a different name

timber jewel
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What about (Finally enough Params)

strong cedar
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Good idea. Gonna change it when im home 👍

timber jewel
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Why are like 90% of the bug reports from @inner kayak ? xD

inner kayak
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cause i reported same thing during qm beta

timber jewel
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Yeah, that's complelty understandable xD
I didn't even have time to test this update yet, it released at like 3 am for me and I'm not home untill 12 pm xD

inner kayak
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oh- i forgot time

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it almost 5am

timber jewel
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Well, unless you didn't miss something like your work it's fine I suppose xD

inner kayak
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i’ll be fine

timber jewel
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If you say so 😅

merry crystal
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Another open beta without List<T> exposed to udon : (

wheat fjord
# timber jewel Why are like 90% of the bug reports from <@267536162770518024> ? xD

The more people that report bugs and make feature requests the better. This is the only way the team will know what the problems are. They don't have the time to sit here and discord to hear all of the issues that people are having. They're busy working. The feedback canny is the tool for communication between the team and us. This is something very important to communicate to other users in VR chat that are frustrated with how things are. If they want things to change encourage them to put feedback in the canny rather than complain about it to other users.

inner kayak
wheat fjord
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Anytime I meet a user who's upset with certain things I always make this recommendation

timber jewel
wheat fjord
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Even users that have been the platform for many years are unaware of its existence

inner kayak
timber jewel
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Yeah ik, some one I talked to also didn't know that VRChat is planning on a better face tracking integration. (He was mad / sad about how bad it currently is)

wheat fjord
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I think it would be a good idea to communicate this to other users in the menu or something.

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Perhaps I'll make a feedback canny you report about this

timber jewel
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It is, there is a banner linking to the canny.

wheat fjord
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I was willing to wait patiently for it to occur.

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Half of that plan has already come to pass.

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i don't expect it will be long before face tracking will be built into VR chat

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Likely before project cambria becomes released

inner kayak
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ck_RanPat the github stuff too hard to look through, not everything is in one spot

timber jewel
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Most of the stuff from the dev stream from last April is also now done. I think only UI 2.0, UI 2.5 and the creator economy are missing

inner kayak
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creator companion too

timber jewel
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Creator Companion?

inner kayak
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well idk if that was in the stream thing

wheat fjord
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Every time this user makes a prediction about what's coming to VR chat it comes about two or three weeks later

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It occurred to me this user was paying close attention to the canny and github's

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This is the best way to predict things that are coming to VR chat

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The team does indeed communicate to users of VR chat you just need to know where to look

inner kayak
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idk the canny for it is public so peeked there

timber jewel
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Ahh that think, I complelty forgot about it xD

wheat fjord
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I suppose time will reveal the full nature of this "creator companion"

inner kayak
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pretty sure even though it’s closed beta, the download link for it is just sitting public kzCeobeConfused

timber jewel
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Yeah tbh I hope a dev stream later this year so we can get a bit more of an insite of what is going on.

inner kayak
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least i think i remember stumbling on the doc link from something while ago

edit- remembered where and yah it just sitting public by vrc team CatConfusedDS

wheat fjord
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I've noticed there are quite a few users who have expressed the difficulty in the learning curve in terms of creating VR chat content

inner kayak
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too tired, looked spooky

wheat fjord
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Perhaps this creator companion may help bridge the gap

timber jewel
#

Btw what happend to the VRChat Dev Labs, wasn't that also a thing that was planned?

inner kayak
#

yNekoPat showcasing anything dev here just makes people pouty

#

cause they wants

timber jewel
#

I think it was supposed to be a place where the devs show more of what was currently going on

wheat fjord
#

How small is the dev team in the VR chat staff team?

#

I already know it's not very significant

timber jewel
#

It's acutally not that small anymore

#

but there are still a lot of open positions

wheat fjord
timber jewel
#

I don't think there is any offical information on how many devs there are / who does what

wheat fjord
timber jewel
#

(at least not that I know of)

wheat fjord
#

There doesn't seem to be much public information on this

#

my persumption is that it is not a huge number

timber jewel
#

no it's not, but it's also not tiny

wheat fjord
#

At least in terms of AAA games

#

VR chat seems to be somewhere between indie and AA

#

The VR game contractors only includes 3 developers for example

#

One of them personally contact me to give out game keys on my stream

#

Originally I thought this was some kind of scam because it never happens to me

#

I was quite surprised when I figured out it was legitimate

#

I'm way too small a streamer to receive keys from developers

#

Although interestingly enough this is happened twice now

clear torrent
#

Has anybody tested boolean parameter driving ?

wheat fjord
clear torrent
#

If it still syncs at a different speed for the the user client and the observer clients

#

Well if you drive a boolean in a controller, if there is not a time delay introduced it will work for you but not for other people seeing it

wheat fjord
wheat fjord
clear torrent
#

Dude

#

I know

wheat fjord
#

but yes there is an amount of time that it is synced across the network

clear torrent
#

Nevermind, disregard my question

#

I'm going to test it myself later

wheat fjord
clear torrent
#

It does not

#

The thing is, I found a solution that works, but in the changelog there is a mention of "- Various fixes and improvements to internal memory management processes"
So I wondered if it could influence this also

fluid peak
#

Ah man, really wished they had increased the sync rate for the osc driven parameters, 5fps is really not that much

wheat fjord
hollow belfry
wheat fjord
#

You can create a game with modern game engines without ever touching code.

hollow belfry
wheat fjord
#

Asset creation is a part of developing games.

hollow belfry
#

But the programmers is the only number I remember

#

However the Dev team of vrchat Imma say is probably around 10-15 people in my opinion

sour epoch
#

there are 66 listed on linkedin. I'll say that a few are unrelated trolls but the vast majority are valid and there are also a few who are on the team and don't have a linkedin, so that figure is a good estimate

timber jewel
#

That is more than I expected xD

clear torrent
#

There is also information about investors

timber jewel
#

And also Phasedragon (who works for VRChat) just said it lmao

limber quartz
timber jewel
#

Yeah it really was, I was expecting around 40 - 50

hollow belfry
#

I don't think all of them are devs tho

#

There's maybe hr, legal, moderation etc

clear torrent
#

The thing is, people outside US and Canada are contracted, so they probably do not count as employees here

viral axle
#

If I upload an avatar using the new SDK not using the new parameter space, will it work on live?

timber jewel
viral axle
#

Dang. Thanks.

timber jewel
clear torrent
timber jewel
#

I meant that specific website but okay 😅

timber jewel
#

I think it would be cool if we could use LB and RB to switch between the different Tabs in the Quick and Main Menu

inner kayak
#

oo

timber jewel
#

And actually use the B button on an Xbox controller as a back button

#

ohh sad, I can't right click buttons anymore to just play the click animation without actually doing what the button should do xD

#

was always using the to play the open / close sound of the QM wings xD

inner kayak
timber jewel
#

true

storm fossil
#

Uh oh, am I the only one whos new controls on steam deck stopped working (except gyro) after reinstalling vrchat? When switching back to stable it works like before.

timber jewel
#

doing that :p

#

Btw how do you do Emotes with a controller?

storm fossil
#

Hold one of the shoulder buttons (R1 for me)

#

And then use the joysticks for each hand

timber jewel
#

hm nothing happens

timber jewel
#

Btw did anyone else have issues with UI sounds just being gone?

#

I have no idea how that happend

timber jewel
#

Rejoning has fixed it

#

Okay it's the world which is weird

#

the issue happens on live

timber jewel
wheat fjord
#

I think this part in the announcement reveals the true intent behind this open beta

#

This leads me to believe it will go live much sooner than the Avatar Dynamics beta

#

Depending on which elements go live first

#

If it's the whole thing it may take a month or so (likely less)

open crown
#

Hooooold up, does this mean I can upload something with more than 128 params?

#

Like... right now?

small surge
#

only 128 will be on live , but sure

open crown
#

Ah, I should hold back then for the moment-

timber jewel
#

there is no splitting or anything

hollow belfry
#

I think

wheat fjord
#

I imagine as always it will happen sooner than I expect

#

They did this with the physbone update.

summer slate
#

While the increase to 256 bits of synced parameter space is a no-questions-asked literal improvement over 128, that's still not really enough if you really need to get into the meat & potatoes of doing cool stuff with your avatar without having to gut everything for 1 specific feature.
For the main example that prompted this post, this is what the parameter list would look like if you wanted full eye and face tracking with the current version of VRCFT:

  1. EyesY
  2. LeftEyeX
  3. RightEyeX
  4. LeftEyeLidExpandedSqueeze
  5. RightEyeLidExpandedSqueeze
  6. EyesDilation
  7. JawOpenForward
  8. JawX
  9. SmileSadRight
  10. SmileLeftOverlay
  11. MouthUpperUpRightApe
  12. MouthUpperUpLeftPout
  13. MouthLowerDownRightUpperInside
  14. MouthLowerDownLeftLowerInside
  15. MouthUpper
  16. MouthLower
  17. SadLeft
  18. CheekSuck
  19. PuffRightUpperOverturn
  20. PuffLeftLowerOverturn
  21. TongueRoll
  22. TongueY
  23. TongueX
  24. TongueSteps
  25. TongueUpLeftMorph
  26. TongueUpRightMorph
  27. TongueDownLeftMorph
  28. TongueDownRightMorph

The numbers represent the limit of floats you can have with 256 bits. You get left with 32 bits for other things. If you wanted both a tail puppet and your ears to react to sounds around you with 'VRC-OSC-Audio-Reaction' to go along with your full face and eye tracking (not exactly a unrealistic combination of things to have on a single avatar), guess what? You're plum straight up out of parameters again, so not even any bools for outfit changes or other basic on/off things.
With a increase to 512 bits, now we're at the point that you'd have to be really trying to fill that list up with even the craziest of custom setups for cool things.

timber jewel
#

Just no...

#

If you really fill up 256 bits aka 32 floats then you defiantly doing something wrong...

#

Also currently doing Face Tracking with parameters is just a temporary solution, VRChat is planning on doing it in a more official way, so without you needing so many parameters for it.

#

And if you really need more then 256 bits for all your toggles etc. you should really consider splitting your Avatar up in to multiple ones, for the better performance of everyone.

limber quartz
#

Honestly, no reason not to split up your avatar bases into multiple ids if you have different outfits and all that at this point especially considering calibration saving is a thing now. 😉

#

No more 300 skinned meshes on your avatars please. catTakeit

gritty salmon
#

well, the avatar menu UI is one reason... not a lot of options for categorization there

sour epoch
#

avatar wing is a thing 😅

gritty salmon
#

it is, but the problem is there's limited ways to organize it. You have basically five categories - "all avatars" and each favorites group, and can sort by either upload date or creation date. You can't, e.g., categorize by avatar base, or by the occasion (unless you only need five categories)

limber quartz
#

Main Menu overhaul plz save us 🙏 🙏 🙏

strange spoke
#

worst i've ever seen is eboy avis with like 60 meshes

limber quartz
#

Every time someone loads into it, always comes with a nasty hitch

strange spoke
#

ah yes

#

the one with every single armor piece from Reach and a few guns available to change between

#

i know the one

bright jungle
#

512 parameters

muted brook
#

just add 512 bit param support as part of vrc+

sudden rivet
#

Hi guys I’m new to this server

#

And I play be

#

I mean Vr

static kayak
stark harbor
#

That would be 20 out of your 32 floats

hollow belfry
#

Truth be told more parameters are always good to make cool stuff like osc interactions (not including face tracking)

soft sphinx
#

but i need more space to make single toggles with ints!

fallow rock
#

Make your single toggles with floats and just trigger everyone that makes anything in sdk3

timber jewel
surreal pier
fallow rock
surreal pier
#

well, yeah

#

there are reasons for it tho

#

of you use something like proximity, or the height as input

timber jewel
#

I mean for stuff like proximity contacts you don't need to use a synced parameter

verbal scaffold
#

I'm not sure when to set my contacts to Local Only. I am using both default and custom collision tags. It seems like animations end up local-only depending on what I do. The parameters are defined on my ExpressionsMenuParameter list.

timber jewel
#

If you defined them in your Parameter List they will be synced over the network.

silver ledge
limber quartz
inner kayak
#

now i have bool and use parameter driver to set the float

#

cause i’ve learned ck_RanPat

naive dragon
#

TL:DR hueshift is better than rgb

silver ledge
naive dragon
#

however

#

RGB will make your avatar run faster 💀

#

Common knowledge

timber jewel
#

- PhysBones have received a **significant performance improvement!**
Btw how big is this performance improvement?
(Not because of limiting the Updated Rate for people who are far away but because of the code optimisation)

soft sphinx
#

will it work if i upload an avatar to live with the new sdk?

#

the params dont go over 128

molten cobalt
#

generally no you shouldn't be uploading for the live version using beta sdks

hollow belfry
sour epoch
#

as long as you don't go above 128 bits it will work on live

hollow belfry
sour epoch
#

yes

vivid vector
#

How long does it usually take for Open beta to get pushed to live?

naive dragon
#

Depends

#

On a lot of things

vivid vector
#

words cannot express how excited I am for the double parameter memory

teal cave
#

Is it normal if you use the beta sdk and upload an avatar with the doubled parameters to live the avatar menu is disabled like i cant click any button in the avatar 3.0 menu

hollow belfry
teal cave
#

yea but why disables the whole menu tho,should still be able to use to 128 memory space

hollow belfry
#

Because it's a beta I guess

teal cave
#

yee. Hope the beta gets out soon so i can make my avatar more complex

#

I been stuck at 127 for months and would be nice to add some senders/receivers for animations^^

timber jewel
#

Contact Senders / Receivers don't need a synced parameter though

teal cave
#

from tutorials i seen it needs float parameter but that has to much memory

timber jewel
timber jewel
teal cave
#

idk why there's a limit after all, could make one in safety settings but dunno

timber jewel
#

That would be a really stupid safety setting...
And as I said, you don't need to us a Synced Parameter for Contacts and you also don't have to use floats...

teal cave
#

I mostly follow the tutorials from Sippbox and that's what they used i think. Im not familiar with the reciever/sender yet only adjusted physbones stuff

timber jewel
#

Sippbox hasn't even made a tutorial for Contacts yet...

teal cave
#

back then i used int for cloth toggles but i learned bool is easier

#

and less space

#

Sippbox made me understand Physbones easier but you are right. It was someone else, my bad

#

but ye Sippbox is still the one who made me understand Ava3 much easier. Quick and easy, not a half hour tutorial x3 but yee hope they make a tutorial on the advanced stuff too

hollow belfry
#

You can also read the official docs

verbal scaffold
naive dragon
#

the one downside to using booleans in that scenario is having to toggle them back off, unless you set up a driver

silver ledge
naive dragon
#

i mean yeah if you want to encode your menu options in binary go for it

ionic bison
#

If you only plan on enabling one option at a time, using an int value for multiple settings is great

#

but the systems that use ints in place of bools are really heavy, bools are much better if you need more than one thing enabled at once in a set of changes

silver ledge
#

any way that we may get something like "int2 / int4 / int6 " stuff, so one may use the easiness of int without always having to use 8 bits?

sour epoch
#

ints may have more of a network impact because they take up a whole 8 bits which is overkill if you only have like 5 outfits, but bools have a bigger framerate impact because you'd need either a whole new animator layer for every independent bool or a ton of states and transitions

ionic bison
silver ledge
ionic bison
#

I'm firmly in camp "absolutely do not put multiple outfits on one avatar" Nacho_Dead

sour epoch
#

yeah that's the real solution

ionic bison
#

I really hope that calibration saving helps people to stop doing that

#

I never used the avatar wing until calibration saving was a thing, now I love it

sullen elk
#

Avatar wing and expression wings are amazing, I love them.

sour epoch
#

it's really unfortunate that "I'm very poor because I have multiple outfits" is so normalized, makes it impossible to use safety settings

sullen elk
#

Download size limit does a pretty good job for me.

silver ledge
sour epoch
#

ah yes, using the multiple outfit excuse to hide the fact that each outfit is 150k tris 😅

silver ledge
sick creek
sour epoch
#

wait did you put your outfits on separate blend files?

#

you don't have to do that, you can just remove the extra meshes in unity

#

it's a lot of extra unity time which is totally fair but it should have no impact on your blender workflow

sick creek
sour epoch
#

oh well you should be doing that anyway vrpill

sick creek
#

:v

inner kayak
sick creek
#

almost all my avatars are medium or better

sour epoch
inner kayak
#

ohh i see

ionic bison
#

All of my avatars are their own blend file with meshes merged vrcCatSquint

#

unless I specifically need to enable or disable them

silver ledge
inner kayak
sour epoch
#

yes

inner kayak
#

i guess i'd still need separate models if outfit has different bones, cause removing those requires breaking prefab

ionic bison
#

Doesn't that assume that the outfits are all not merged though

inner kayak
#

but that sounds pretty useful

sour epoch
inner kayak
#

switching to the robot avatar while head tracking is set to animation will persist

ionic bison
#

That avatar swap method is unusual

inner kayak
#

ctrl+\

ionic bison
#

I know, I mean I wouldn't recommend it for anything besides the "escape" situation of being in a bad avatar

inner kayak
ionic bison
#

Ah, that's good to know then

#

but also, SDK2

inner kayak
surreal pier
#

but I used the opportunity to create "unique" features for each avatar outfit ;)

#

(the jedi one has a working lightsaber, the stormtrooper one has working blasters, the bikini one has a beach chair, parasol and watergun, etc)

#

and I'm always advocating to very poor avatar users to either optimize themselfs, use more optimized avatars or at least use very poor avatars only in small instances >.>

#

but that is kinda an uphill battle with those e-girl/boy avatars <.<
and I get the same response quite a lot: "Get a better PC", even tho I probably have better hardware then most of them, and I don't suffer that much from the bad performance then others...

silver ledge
# surreal pier and I'm always advocating to very poor avatar users to either optimize themselfs...

well, that is a "so so thing" in my opinion. "very poor" covers a bazillion avatars, a lot of then unoptimized and actually very bad for the performance yes, but i know a couple of "very poor" avis which outperform medium/poor ones. I think avatars have developed too quickly on multiple areas and the current performance ranking can only give a rough estimate now, but does actually not reflect the impact of said developements

surreal pier
#

I'm talking about actual very poor avatars (not those who may have 76k polygons but 60+ materials, 300k polygons, 4k collision checks and so on)

silver ledge
#

dont forget the 100 4k textures to kill the vram 🙂

surreal pier
#

ah, yes >.<

#

I mean, I use 4k textures from time to time, but it's usually justified, as the other option would be to use several 1k,2k textures

#

but then it's maybe 1 or 2 textures

silver ledge
#

same, i only use 4k if i have a lot of detail on a large area (at least 50% of body height has to be that texture, for example a summer dress), i am aiming for maximum 120mb on thrys vram calculation tool, but mostly end at around 70-90

surreal pier
silver ledge
surreal pier
#

found it, thanks :3

silver ledge
#

even if it shouldnt be accurate, its very handy to look at potential wrongly setup textures which end up way bigger than needed

surreal pier
#

mhm!

#

I usually just guesstimate it myself

#

hm... one of my most heavy avatars is also in the 120MB ball park...

silver ledge
#

in my example there the both top textures are both 4k ones, but one with and one without alpha channel, seems like even that makes a difference (the 10mb one doesnt require alpha, so i disabled it)

inner kayak
surreal pier
#

thanks to it I found a wrongly setup mask... that used 10MB >.>

surreal pier
#

just reduce the resolution of it, a mask usually doesn't need that high of a resolution

silver ledge
#

and thats sadly a thing, avatar creation advanced a lot and so did the quality and resolution of textures people use, imagine a "good" rated avatar using 8 materials, but every single texture (really, every single map etc.) set to 4 or 8k. that would be half a vram nuke, but its not getting recognised by the performance rating

surreal pier
#

from tuppers comment:
"8192MB of VRAM - 2048MB (for world, OS, app, etc) / 80 people = 76.8MB each."
that isn't that bad...

silver ledge
#

yeah, thats doable , but it feels like a lot of avis are more in the 200-300 range, not including the 500+ nukes one encounters every now and then

surreal pier
#

yeah...

flat patrol
silver ledge
flat patrol
#

what the purpose of the open beta

surreal pier
worn saffron
surreal pier
#

also gives avatar/world creators some time to test and update their stuff, if needed

#

triple A studios do that too, but they call it "release" :P

flat patrol
#

I mean this one

surreal pier
limber quartz
# flat patrol I mean this one

A lot of stuff changed other than IK 2.0 and it might cause problems. We want you to find them.
I'm surprised you're unsure of the purpose of this OB in particular Franada. :v

gloomy dagger
# surreal pier that's why I have about 30 versions of my avatar >.> initially (when 3.0 got rel...

Even booth users, I have my game set to 25mb avatars, most booth avatars can't reach that with a couple of outfits, but then, so many have 200-500k poly 60mb+ avatars that you don't see them using but ONE OUTFIT FOR ALL. -_-
Yes, 60mb is a already too much, even 30mb is not good at all, that's already unoptimized and has unnecessary stuff in them. yet complain game needs fix. xP
even E-boy/girl outfits can get down to poor with mad good shader work if you slightly work on optimizing them. But these ppl rarely do or care and still complain on game.

plucky owl
#

I think the heaviest any of my avatars ever got was around 40mb max

vivid vector
#

I always hang around people with 100-160MB avatars

#

and I never have any issues

timber jewel
#

VRAM goes brrrrr

bright jungle
#

cache also go brr

#

a 100mb avatar is one seventh the game's file size lol

#

also, download time - there isn't any good reason for an avatar to be that large

timber jewel
#

yeah there really isn't xD

#

my normal one with all my fancy stuff on it is 54mb and my more optimized one is 34mb

#

(that's still a lot but wayyyy more reasonable then 100mb)

bright jungle
#

heck, my main avatar is 1.14mb lol

orchid peak
#

Hello guys, I'm new here and also I'm new in unity, I have these problems, And I don't know how t fix the problem? Anyone can help me?

surreal pier
orchid peak
surreal pier
#

"The current Unity version in use by VRChat is Unity 2019.4.31f1."

surreal pier
orchid peak
inner kayak
bright jungle
#

heckb

glad charm
#

i update the sdk and now no toggels are working anymore

wraith island
#

the highest resolution i use on my avatars is 2k

timber jewel
glad charm
timber jewel
glad charm
#

Oh oki

wraith island
#

dunno what i would use that much bits for. Im at 60 or something. Though a lot of params are unused after updates now.

timber jewel
#

I'm at 127 currently

wraith island
#

my vram usage is fine

#

but yeah everyone should use that vram calculator

#

meshes are making the highest usage of vram in my case

#

oh nvm

#

actually not

#

im still very poor though

vivid vector
vivid vector
wraith island
vivid vector
#

y i k e s

mortal plume
#

jeez

#

sounds like someone needs to go through all of their textures and crank down the resolution as far as you can

vivid vector
#

but I like my 4k textures

mortal plume
#

you do not need 4k diffuse + 4k normal + 4k metallic

#

4k diffuse sure, but 2k normal and ~1k metallic

#

set the resolution for each texture individually according to their needs

#

keep turning it down until it looses too much detail

vivid vector
#

I wish there was a way to just mass compress textures

mortal plume
#

there is, you can select multiple textures at once

#

but that's not how you should go about it

#

because chances are, one texture can have a lower res than others and you won't notice the difference

vivid vector
#

so
4k for base colors
2k for normals
1k for metallic?

mortal plume
#

as a general rule of thumb yes

#

the smaller the asset, the lower all of those become

#

a ring does not need a 4k texture

#

1k max

#

then normal 512 and metallic 512 or 256

#

you get the idea

#

the lower you can make the resolution for everything, the better

#

turning down the resolution by 1 notch is a 4x improvement

wraith island
vivid vector
#

thats better

mortal plume
#

much better, but could still be improved

vivid vector
mortal plume
#

even better

vivid vector
#

I dropped all 4k textures to 2k

#

and I dropped all 2k to 1k'

#

most of the specular or metallic I dropped to 512

mortal plume
#

which shader are you using?

#

since a lot of shaders can use packed textures for metallics

vivid vector
#

everything is standard except my main body and my collar

#

those use Poiyomi pro

mortal plume
#

so that you can have 1 texture for metallic/reflection/smoothness rather than separate

vivid vector
#

Before:

#

After:

#

holy sh*t

mortal plume
#

mhm

vivid vector
#

thanks haha

mortal plume
#

👍

#

optimization pog

#

more people should do it

timber jewel
#

welll uhm yeah

raw forge
#

That Thry tool seems a little uhh, not good

vivid vector
#

wdym not good

raw forge
#

A lot of the info there isn't really true

timber jewel
#

it is

vivid vector
#

how so?

timber jewel
#

VRAM is not download size

vivid vector
#

it literally says that XD

#

this seems extremely accurate too

raw forge
#

"If there were 40 of your avatar you would take up 18,02 GiB of Video Memory"

This is false. If there were 40 of your avatar, you would take up the exact same amount. It can reuse the same textures in vram, it doesn't need to copy paste it 40 times

mortal plume
#

is that really important though?

vivid vector
#

I think they mean 40 other avatars of the same performance rank etc.

timber jewel
#

that is not really important though

mortal plume
#

the point is to put the amount of VRAM used into perspective

vivid vector
#

^

mortal plume
#

not actually because 40 people will use the same avi

raw forge
#

That it should probably be written differently. Saying "40 of your avatar" is not right

timber jewel
#

it's just to display how much 40 people with such an Avatar would take up

vivid vector
#

^

#

it depends on how you read it

dapper scarab
vivid vector
#

also, I had no idea VRChat would just reuse textures in VRAM

shrewd estuary
#

vrchat smort

vivid vector
#

so basically this is saying

#

"with a 3090, you're gucci"

#

lol

#

I have a 3080

#

LOL

dapper scarab
#

the fuck

vivid vector
#

did you just say br

timber jewel
#

even only the body of my Avatar takes up 34 MiB

dapper scarab
#

yes

vivid vector
#

with alot of r?

#

lmfao

#

I would show the whole list

#

but that would be bad

dapper scarab
#

👀

timber jewel
#

nothing to hide lmao

vivid vector
#

yeah I can't show that

shrewd estuary
#

go on

#

show it

vivid vector
#

not unless I rename some assets

shrewd estuary
dapper scarab
#

lol ok

vivid vector
#

LOL

shrewd estuary
#

discords whole "bad language detection thingy" never actualy works

vivid vector
#

this isn't the full list

#

thats just most of my meshes

shrewd estuary
#

go on

vivid vector
#

how can I reduce file size of a mesh without breaking it

shrewd estuary
#

show the full list

vivid vector
#

VRChat would get mad at me

raw forge
dapper scarab
#

Also lots of blendshapes do destroy frametime as they’re not linear when recomputed

shrewd estuary
vivid vector
#

how do I see what blendshapes aren't being used?

dapper scarab
#

You check and see

raw forge
#

In your animations

dapper scarab
#

Then yeet them off in blender

#

(Technically possible in Unity)

timber jewel
#

interesting how a texture that is only 483kb in size can take up 21,33 MiB vrcCatThink

vivid vector
#

I have way too many....

timber jewel
#

yeah Rezillo has a tone of blend shapes

dapper scarab
#

If you have a lot of moving blendshapes (like FT) it’s technically more performant to split the head mesh from the body

vivid vector
#

I do not have FT

#

I want it

#

but I don't wanna giveup my Index

dapper scarab
#

You can do facial but not eye with the index still

vivid vector
#

oh right

#

I can't justify getting the facial tracker without the eye tracking

#

it'll feel out of place

dapper scarab
#

Pro Eye isn’t that much of a downgrade though

timber jewel
vivid vector
#

the index has plenty of room on the inside for some kind of DIY version
just need someone to make one

dapper scarab
vivid vector
dapper scarab
#

Pimax has an eye track kit also

#

If you want that

timber jewel
# timber jewel it kinda is

terrible mic, worse speaker / audio solution, lower refresh rate, lower FOV, more scree door effect, for the most part a lower comfort, needing to run extra programs to use it

shrewd estuary
vivid vector
#
VERSUS

Versus is a global data-driven comparison platform, covering over 90 categories. Compare smartphones, cameras, headphones, graphics cards, and much more. With detailed tech specs, data visualizations, and price comparisons, Versus is the best product finder for a wide range of consumer electronics, from smartphones to PC hardware.

shrewd estuary
#

thanks

timber jewel
#

Anyway, let's get back to the open beta topic, this is getting a bit #general-media .

vivid vector
#

right

dapper scarab
timber jewel
#

Ah okay, sorry my mistake then.

mortal plume
#

also, face tracking on index works just fine

worn saffron
# vivid vector

SMH the vive pro eye doesn’t have a remote control such a poor design choice

muted bloom
#

Ugh can we PLEASE fix Index controllers stopping Root.T from coming over in actions/emotes? It's been years. T_T

muted bloom
#

users with index controllers have Root.T dropped remotely when they do emotes.

#

looks fine for themselves

strange spoke
#

i've never noticed anything like this with my friends 0-0

muted bloom
#

You'd need to see then playing an emote that makes them walk around

#

they'll be walking in place

timber jewel
muted bloom
#

up and down motion is broadcast, but any side to side is killed

#

really visible in MMD dance worlds that have you walking around the stage

#

one person will just be standing in place

timber jewel
#

Kinda funny because the person who made this bug report now works for VRChat.

muted bloom
#

I know.

#

this bug has been the biggest thorn in my side for 3 years. and since you look perfect for yourself, very little people complain.

#

it's had me tempted to just get vive wands to avoid the bug.

timber jewel
#

ooof

#

I rarely use any dance animations etc, so I never really noticed it.

muted bloom
#

again you won't even notice it on yourself, you just look wrong to others

#

it pays perfectly locally

#

I have an AFK that sits me on the ground, everyone else sees me burried

timber jewel
#

Yeah ik, I mean I never noticed this on anyone else, or at least not as being a bug. ^^

muted bloom
#

Don't mind me, just being the squeeky wheel hoping some day it'll get addressed so I can go back to making cool emotes T_T

timber jewel
#

Well, let's hope it will be fixed ^^

muted bloom
#

me too

#

weirdest thing is, leave at least one tracked body part set to animation (has to be one that would visually ruin the animation), and the bug doesn't show up

timber jewel
#

weird

dapper scarab
#

Root transform still needs to be fixed though :/

vivid vector
#

This bug has been super annoying and really aggravating me because it only affects index controller users

#

which aren't a huge percentage of VRChat players so maybe they just don't have the drive to fix it compared to all of the other stuff they're working on in the background

inner kayak
#

Would anyone be able to point me in the right direction to fixing it and having it animate properly? I've got images and the actual animation clip linked on the canny.

molten cobalt
mortal plume
#

^

#

every texture is decompressed before being put into vram

#

so crunch compression does not help

molten cobalt
#

which is kind of why like detail Maps can be quite helpful so you're not having to make your textures 4K just to have repeating detail

river ravenBOT
#
Modification of the VRChat application

There are NO "modifications" of the VRChat client that are considered safe or allowed, no exceptions.

Any application that interacts or modifies the VRChat application is a violation of the Terms of Service, and using it will result in your account being banned.

timber jewel
#

(original message was deleted by the user who wrote it)

uncut walrus
#

are we no longer allowed to have more than the recommended max number of phys bone colliders and such with the new sdk in the #open-beta-announcements ? cause i was able to upload my avi before i updated to that sdk, now i cant

timber jewel
wheat fjord
#

Anyone that's been keep up with this beta, think it will be released this week? Or are there major bugs that need to be fixed?

#

Seems like a pretty simple update vs physbones

#

Just getting excited! 😁

#

Hoping it comes out soon!

uncut walrus
timber jewel
timber jewel
wheat fjord
#

Have the bugs not been ironed out?

timber jewel
#

There are still a few issues here and there

#

I also haven't written bug reports about 2 of these I think, which I will do later this day.

fallow rock
#

But testing things is never a bad move especially when it’s such a massive update like this one is

hazy linden
#

This beta mainly has problems with syncing rn. Avatar parameters and udon arrays have issues syncing. Some worlds are completely broken, especially with a lot of people in them.
The IK side of it is pretty much fine, it's mainly the rest of it that's pretty buggy. I doubt it'll release this week.

uncut walrus
timber jewel
#

I don't have any problems with there being a hard limit (Yes ik, this looks terrible but it's only there for performance testing.)

uncut walrus
timber jewel
uncut walrus
#

Either way, if anyone else has that issue now we know the fix at least

near grove
#

Cursed af

#

That is too cursed my guy

gloomy dagger
inner kayak
uncut walrus
#

just thought it a funny fact at how high my polys are

timber jewel
uncut walrus
#

It, uh, has over a million
14 different shirts
7 different hair
Like 8 or so pants
Tail and ears
A few misc items here and there
Multiple guns from Halo and Titanfall

#

Mind you almost all of them are disabled at any given time

shrewd estuary
#

use material swaps for the shirts !!

uncut walrus
#

Material swaps?

shrewd estuary
#

yeah

#

you can do that

#

material swaps and radial puppets

uncut walrus
#

What is that, can it completely change a shirt from, say a t-shirt to a dress without the extra polygons that having the 2 objects would have?

shrewd estuary
#

no but it can switch between other shirts

uncut walrus
#

So like using an int param to choose which shirt is active

shrewd estuary
#

yeah

uncut walrus
#

Which is what I have already

shrewd estuary
#

itll help with the polygon count if you make the shirts into simple material swaps

mortal plume
proud vault
#

What is the poly count on these shirts and pants such that they add up to much of anything

mortal plume
#

surely you don't need over a million tris

uncut walrus
#

Most of them aren't active at any given time, as I have quite a few int params to limit different spots to 1 item
Like only 3 guns can be enabled at once, and only 1 of those are bigger guns

#

I've made sure to keep the avatar optimized at runtime, even if it is a big avatar
So far no one has had any issues with it in any world I've been in

mortal plume
#

what about those 59 skinned meshes and 139 materials though

#

surely with the amount of toggles you said you have, you have a lot of meshes per item you're toggling, which could all be joined together

uncut walrus
#

Nope, only 1 mesh per item, so most of those are also disabled at a time
As for the materials, it's mostly between shiny black, black, white, metal, and if the item has a specific texture. If it has multiple textures, I atlased them together

mortal plume
#

for things like props that you won't really be editing the textures of, using CATS's Bake is very useful

#

reduces it all down to 1 mesh/1 mat

#

if you have UVPackmaster2, it uses that when repacking the islands

uncut walrus
#

I plan on reducing the materials and textures and such when I get most of the rest of my avatar setup, reason I haven't done it yet is due to not having enough of the avatar done to know how best to optimize it for what I need

timber jewel
#

why do you have 24 Phys Bone collider btw? xD

#

and 12 Audio Sources

uncut walrus
#

So the tail doesn't phase into the body, along with the scarf
Multiple colliders are also for the bullets for the machine gun I reuse the same bullets for all the guns to reduce colliders
Gonna need a collider for the weapons, but I haven't set those up cause imma see if I can use 1 then parent it around like I do the bullets and lights and just parent it to each gun
Equip sounds and fire sounds for individual guns, with similar sounds being parented around to reduce audio sources

mortal plume
#

keep in mind that Angle limits are nearly free in terms of performance, unlike colliders. you can use angle limits to prevent physbones from going into the body

uncut walrus
#

Issue about angle limits though is if you set the max limit based on pulling the tail straight up to the back, that means if you pull it straight out then you cant bend it upwards in the middle cause the angle limit at that bone doesn't know or care if the previous bone is at it's max or not

#

Unless I'm mistaken on how angle limits work

mortal plume
#

the limit determines how far each bone in the chain can move relative to their rest position

#

you can add a curve for the angle limit, to make it so that different bones in the chain have different max angles

#

you can use the Pitch Roll and Yaw fields to "offset" the angle aswell

#

and use curves for those aswell

uncut walrus
#

Meaning that if you setup, say a chain against your chest, so the angle starts at the rest and can move out for each one to not let it go into the body, then if you pull on half of it, the other half is gonna stick straight out cause it's gonna already be at it's max angle that way

#

Which is the basics of what I wanted to avoid for my tail so I can still grab it and move it in front of me, but not have it phase through my body in doing so

near grove
#

the 3080 can handle about 9.5mil tris, you are 1/9th of the gpu

#

That is TERRIBLE

#

not to add that this is in a falling opengl test, meaning it is just OGL rendering the model with limited libraries

#

And well, Unity has draw calls outside of just placing triangles on screen

muted brook
#

im pretty sure that gpus can handle more tris than that. the main issue is draw calls and such

near grove
#

nah, stress tested was 9.8 mil

#

that is A LOT

#

And well, this is without batch sizes, batch sizing can get you up to 14.2 mil

#

but the asset IS NOT batched

wraith island
#

and check

near grove
#

THANK YOU

wraith island
#

i really want to see the result, i cant imagine it being less than 200 MB

#

probably around 500 MB

#

btw can you already update sdk and use it in live?

bright jungle
#

yes, as long as you don't use more than 128 parameters

timber jewel
near grove
#

This is horendus

#

you are a model! (but with all caps)

#

please

#

if it isn't your materials and textures (which should only be a few and around 1024 to 1024 or 4096 to 4096 for atlas), then tune down on the vertexes, please...

raw forge
#

My avatar takes up 21mb and it has a ton of toggles and comprises of a 2k atlas

near grove
#

look at this

#

I like this

raw forge
#

The wonders of asset optimization

near grove
#

For real