#avatar-optimization

1 messages · Page 9 of 1

glad aurora
#

For my hair texture looking better in game, are there any tips for making my material or texture better in unity? Like a setting or something?

amber hemlock
#

Not a new bug, just pointing it out

#

The SDK and in-game VRAM readout is incorrect and only adds up textures currently on the avatar, ignoring extra ones that come in with animations (even though they sit in VRAM as well)

This means an avatar excellent rated in VRAM could actually be Very Poor in VRAM

zealous wigeon
amber hemlock
zealous wigeon
#

Most noticeable thing would be that "Avatars that exceed your performance rank limit won't be downloaded", but would need to find avatars that have been scanned to test that.

amber hemlock
#

Easy enough to do myself. brb

zealous wigeon
#

Can't find anyone who has checked whether the server-side check catches the extra VRAM, sure hope it does.

amber hemlock
#

If it doesn't, I guess I can file it as a beta bug.

zealous wigeon
#

Would definitely be a bug, would be wasteful if it wasn't checking such things.

amber hemlock
#

So either server checking doesn't check alt mat swaps, or server checking isn't turned on. Or server checked values are still calculated locally at upload time?

#

Who knows.

zealous wigeon
#

If this was a newly uploaded avatar then it might not have been checked yet and is sitting in the queue.

amber hemlock
#

It was just updated, but I updated it seconds ago

#

I'll check back tomorrow I guess!

zealous wigeon
#

Sure would be useful if they gave us a tick or something that a avatar has been server-side checked, would have been real useful for beta testing.

amber hemlock
#

That's a good feature request. could put it next to the features of the avatar like eyelook

zealous wigeon
#

Don't think it needs to be that prominent, it just needs to be visible somewhere.

#

Ideally every avatar should have it, so would make it visual noise.

limpid cargo
#

what if instead of an icon for if it is server side checked, we have an icon for if it isn't

rancid lodge
#

Would it be more optimized to add multiple uv maps for UV discards (poiyomi) or have multiple blendshapes to stop clipping on a piece of clothing? I need three and i was wondering if having too many uv maps was bad for performance.

radiant shadow
#

blends worse, uv discard can do multiple toggles with 1 uv

bronze lantern
#

Avoid blendshapes toggles especially when the mesh is above ~30k polys

toxic needle
#

might have stumbled across an issue with UV. I have 2 separate materials that each use a different UV layer, but when I try to toggle one the other is triggered as well. Is this a bug or a limitation?

marble rain
marble rain
bold wharf
#

Yes there is

marble rain
#

no not really

bold wharf
#

Until we start using unity 2021

marble rain
#

yea i have seen that one

bold wharf
#

Then you will see there is a signifigant increase in frame time when not splitting meshes on unity 2019

marble rain
#

there is no thing such as active or inactive blendshapes.

bold wharf
#

Proof

marble rain
#

its either just weight 0 or 1. or inbetween.

#

its a temporary cost

bold wharf
#

Even assuming you're correct, a temporary cost is still a cost

marble rain
#

compared to a fixed cost

bold wharf
#

also I can say with near certainty that in avatars poiyomi is the most used shader

marble rain
#

and also 10 blendshapes will never take up 0.86 ms of frametime.

#

otherwise every single avatar that exist would take up 1 + ms of frametime just from having face animations that uses blendshapes.

bold wharf
#

Yes, they don't because they split their meshes

marble rain
#

no

bold wharf
#

Yep

marble rain
#

again no

#

have you ever been in a room with 40 people?

bold wharf
#

And if they don't then their mesh isn't 155k polys, like is being used in that example

marble rain
#

your cpu/gpu does not suddenly get a 40 + ms of frametime.

#

there is a reason why you lag like crazy when you load in someone with to many meshes/materials.

#

even as few as 10 materials can cause an issue in a world of 40 people.

bold wharf
#

Yeah?

#

Hows that relevant though? We're talking about blendshapes not materials

marble rain
#

eh

#

its 100% relevant

#

if you have 10 pieces of clothes.

bold wharf
#

And if you're going to say oh but uv tile discard needs a lot of materials

#

you get 16 discards per uv map

#

Thats 16 toggles

buoyant holly
marble rain
#

and barely anyone uses it

bold wharf
#

What

marble rain
#

uv discard is not to useful

buoyant holly
#

and also literally the most popular vrchat Shader has UV discard as an option

marble rain
#

yep but again do you personally see people use it?

#

prob not

#

and what if your not showing someones shader.

#

your avatar is broken

#

visually.

buoyant holly
marble rain
#

what if your in worlds with quest users

buoyant holly
#

if you don't show someone's animations blendshape would be broken as well

marble rain
#

they wont be able to see it

buoyant holly
#

Quest avatars don't really have the budget to be having lots of toggles

marble rain
#

quest cant use uv discard lol

bold wharf
#

Quest avatars don't have a lot of techniques used for optimisation, such as constraining props from, say, your back to your hip.

buoyant holly
#

the fixed vram budget of the quest avatars kind of prevents you from having a whole lot of stuff anyway

marble rain
#

no. the vram is not an issue

#

its processing power.

#

the quest 2 cpu/gpu cant really handle much.

bold wharf
#

Yes

buoyant holly
#

so basically having toggles on a quest avatars a moot point

bold wharf
#

So we both agree you shouldn't have lots of toggles on quest which means this uv tile argument is a moot point then?

marble rain
#

discard the quest as a option.

buoyant holly
#

then no reason not to use UV discard

marble rain
#

you can have toggles on. but then it wont be quest performant.

bold wharf
#

Yep

marble rain
#

well it can be

bold wharf
#

So for an optimised quest avatar you shouldn't have lots of toggles

marble rain
#

nah just dont have more then 1 material

#

and 10k polygons

#

etc.

bold wharf
#

Yep

buoyant holly
#

that leaves you like no budget for multiple outfits

#

so basically that would just be toggling props on and off

marble rain
#

which is why u cant do uv discard either.

bold wharf
#

What?

marble rain
#

takes up to much vram cost.

bold wharf
#

No

marble rain
#

yep

bold wharf
#

Quest doesn't have any custom shader support

marble rain
#

and that to.

bold wharf
#

Thats why we can't do uv tile discard

buoyant holly
#

so the quest is entirely Irrelevant for the UV discard question

bold wharf
#

thats the only reason we cant

#

With that in mind

marble rain
#

wouldn't really make alot of sense

bold wharf
#

Why not?

marble rain
#

polygon budget. is to low

buoyant holly
#

and as I mentioned already blend shapes and bones are not immune to being stripped off of avatars

marble rain
#

they are through.

#

just the animation is

bold wharf
marble rain
#

if you disable animation nothing breaks. cause no animation can be played.

marble rain
bold wharf
#

Low poly aesthetic?

marble rain
#

how low?

buoyant holly
bold wharf
#

Ala Deep Rock Galactic or something

marble rain
#

which is most likely within the budget anyway.

bold wharf
#

Yes

marble rain
#

1 material needed only

bold wharf
#

Yes

buoyant holly
marble rain
#

what public avatars?

#

you mean those with 50-100 materials each :D?

#

1+ million polygons etc?

bold wharf
buoyant holly
#

the tab that says public in the Avatar tab in vrchat

marble rain
marble rain
#

oh yea all of those

#

i thought u ment the really terrible public once lol

bold wharf
marble rain
#

give an example of polygon requirement

#

30k?

buoyant holly
#

15k

bold wharf
#

Thats what it is to hit good on quest? I can't remember.

marble rain
#

right the avatar it self is prob going to be 15k.

bold wharf
#

Lmao

#

No dude

marble rain
#

yea dude.

bold wharf
#

You can make avatars that are low poly

marble rain
#

15k is low poly lol.

bold wharf
#

Again they'd just be heavily stylized

#

I'm talking 1k

#

Give me a second

marble rain
#

1k you cant make anything decent looking

buoyant holly
#

like a lot of PS2 characters were using that budget

bold wharf
#

Ok thats subjective

marble rain
#

yea and ps2 characters looked like crap lol.

bold wharf
#

This character is sub 5k polys I'd say it looks pretty good

marble rain
bold wharf
#

So we both agree you can make good looking extremely low poly characters then?

marble rain
#

obviously and i never said u cant

#

but 1k is stretching it

bold wharf
#

I couldn't find the exact one I was thinking of cause its on booth and i don't know japanese to be able to search for it

#

so that one will have to do

buoyant holly
marble rain
#

and it would look really bad in vr . lol

bold wharf
#

Dude god bless TrixxedHeart

#

Heres a 1k poly avatar

marble rain
#

it only looks decent cause the viewing angle and resolution back then

bold wharf
#

Its pretty stylized

marble rain
#

yea that it is

buoyant holly
marble rain
#

eww he looks even worse in 4k lol

bold wharf
#

But anyways this topic has majorly digressed

#

UV Tile discard is far from useless. The VRAM cost of using another UV map is hardly anything. The performance increase of not using blendshapes + not even needing to render the polys affected when toggled off are worth it

marble rain
#

you dont really render the polygons anyway.

buoyant holly
marble rain
#

its occluded since its most likely hidden away inside you

bold wharf
#

Nope

marble rain
#

yep

bold wharf
#

Since its still apart of the same mesh, it won't be hidden

buoyant holly
#

avatars would only have frustum culling not occlusion culling

bold wharf
#

Same bounding box and all

marble rain
#

regardless of it.

buoyant holly
#

so stuff hidden by blendshapes are still getting rendered

marble rain
#

your paying a price for UV still

bold wharf
#

Sure, but its lower than blendshapes

marble rain
#

depends.

bold wharf
#

Not really

marble rain
#

yep really.

buoyant holly
#

blendshapes also affect vram

bold wharf
#

Mmhm

marble rain
#

very little

bold wharf
#

Nah I forgor to delete the blendshapes off my body mesh once and my vram jumped up by a solid 10mb

marble rain
#

like uv discard is not something magical. it has a steep cost in having to rerender and potentially other things.

buoyant holly
bold wharf
#

But the point of UV tile discard is that it doesn't render things?

marble rain
#

it does through

bold wharf
#

Explain

marble rain
#

when you switch out

#

like whatever you switch. still has to be rendered again

#

i agree it only renders what is shown

#

but it still has to

bold wharf
#

Well of course you have to render whats shown???

#

How else do you see things/???

marble rain
#

i am saying rerender.

bold wharf
#

What

buoyant holly
#

also checking you can just use UV 1 uv discard so it doesn't even necessarily incur a vram cost of extra uv Maps

marble rain
#

well depends on the UV size. like if you got 16 toggles.

#

or toggleable.

#

that UV will get fairly big.

bold wharf
#

Sir

#

UV discard or not

#

You will always have a UV map

marble rain
#

anyway also. UV discard does not allow for any special interactions as far as i am concerned.

bold wharf
#

What do you mean special interactions?

marble rain
#

had it on my tongue imao.

#

kinda forgot lol

buoyant holly
#

you're not adding extra vertices to store a extra UV map if using uv1

marble rain
#

oh right. uv discard limitations is that you cant really do much within that one shader. unless other effects like emissions and such can use a different UV channel. which even then wouldn't work with uv discard right?

bold wharf
#

Poiyomi is literally the most versatile shader out there

marble rain
#

i know.

#

i am litterly using it

buoyant holly
#

like literally that's the most popular toon Shader

bold wharf
#

Then you should know what you just said is literally misinformation

marble rain
#

no

bold wharf
#

Can't Really do much within that one shader

buoyant holly
#

how would the UV discard break emissions

bold wharf
#

You can do pretty much everything within that one shader

marble rain
#

as in affecting the 16 different toggles thats what i mean lol

#

like what if you have 16 different things you want emission for.

#

you can only control what is it now 3 or 4 at best?

buoyant holly
#

UV discard should have no effect on the controllability of any of the rest of the Shader?

#

especially since you can specify which uv Maps to use for controlling various special effects

#

so any weird layouts used from uv discard would have no effect on like your emissive scrolling

marble rain
#

and i return to the original. do you actually ever hear people use it? talk about it or have seen it being used?

bold wharf
#

Yes

marble rain
#

would anyone use it since it breaks your visually look unless shader is active

buoyant holly
#

honestly you shouldn't be having mutually exclusive objects on one Avatar anyway

#

so a scenario where your avatar would look stupid because everything is turned on is not advisable because carrying your entire wardrobe around on one Avatar is bad for vram

bold wharf
#

I'm kinda biased for this because I'm staunchly in the "1 avatar per outfit" group of people

marble rain
#

kinda the same lol

bold wharf
#

I log in, choose how I want to look, then play the rest of the day in that avatar.

marble rain
#

i only ever have one outfit. if any.

buoyant holly
#

yeah if you're only doing one outfit it's not the end of the world if your hat is toggle on for strangers who have stripped off your Shader

marble rain
#

but with uv discard it would show all of it at once through?

#

if shader is not on

buoyant holly
#

yes and I'm saying designing a outfit combo where everything turned on look stupid is a bad idea in general

#

and stripping off your animation controllers probably going to make a mess of your outfit

marble rain
#

no

#

since its disabled by default.

#

not animation controlled.

buoyant holly
#

well that would be dependent on how someone constructed it

marble rain
#

sorta yea

buoyant holly
#

as I have bumped into people whose outfits looked in a stupid configuration with the animation controller turned off

bold wharf
#

Thats simply a skill issue tbh for the most part

marble rain
#

thats rarely the case through.

buoyant holly
#

you can't really make a qualitative statement like that as you can only look at like what your people in your instances do

marble rain
#

eh.

#

of all the time i used vrc i have yet to see one that is broken with animation turned off

buoyant holly
#

Tupper mention to fixing a bug that was causing wardrobe malfunctions in one of the Patch videos so it was happening often enough for them to notice

marble rain
#

wardrobe?

#

as in a collection of clothes i assume?

buoyant holly
#

or like the outfit not showing up at all so you're naked

marble rain
#

thats just because someone made the animator turn it off i assume which is obviously kinda bad.

buoyant holly
#

also I kind of notice the poking up a UV discard documentation all the videos scenarios are showing just turning off parts of a singular outfit not trying to toggle multiple outfits

marble rain
#

also if you want to see a proper blendshape test. which is still in the unity editor search this on youtube or google "Unity Blendshapes Stress Test" a 380k tris and 250 blendshapes. and it barely impacts performance. cant really link the video since its not sfw lol.

buoyant holly
#

so that might be a bit on the that's your own fault territory if you're putting multiple mutually exclusive stuff on the same Avatar

marble rain
#

i never do that

buoyant holly
#

then what's the harm if the Shader get stripped off

marble rain
#

and if i did i would control it by ensuring that no two things can be enabled if it occupies the same space.

#

if shader is off it would just show all textures within that uv discard i imagine?

buoyant holly
#

so the Avatar would just have all their stuff toggled on

marble rain
#

yep and look wierd AF

buoyant holly
#

but you just said you're only like wearing one outfit on the avatar

marble rain
#

in my case yea.

#

but i was thinking in broad terms.

#

and if i only have one outfit i would still go the blendshape way. since i still need to render the polygons for UV discard.

buoyant holly
#

then if we're talking a hypothetical General audience we could also deal with people doing stupid things as far as their animation controller Construction

marble rain
#

and people will do that alot rainwolf.

bold wharf
marble rain
#

they want a fast solution that isnt to much work.

marble rain
bold wharf
#

And if you mean render when it is active, no matter what solution you pick for toggling thats always gonna be the case

#

Because if you want to see something it needs to be rendered

marble rain
#

yep

bold wharf
#

So what are you saying with this then?

since i still need to render the polygons for UV discard.

buoyant holly
#

one of the developer blog post literally calls out performance concerns about shape keys

marble rain
#

biggest concern is material/drawcalls.

bold wharf
#

Yep

#

Nobodys disagreeing with that

marble rain
#

i would love for them to show proper numbers on how bad they have seen it.

#

or what scenarioes it includes.

bold wharf
#

Proper numbers for what? Blendshapes or drawcalls?

marble rain
#

how bad its affecting performance.

bold wharf
#

Yeah but for what

#

Blendshapes or drawcalls

marble rain
#

blendshapes and drawcalls

bold wharf
#

Well there is a proper numbers for blendshapes

marble rain
#

not really.

bold wharf
marble rain
#

i know

bold wharf
#

Heres the numbers

#

Its there

marble rain
#

and those are far from proper.

bold wharf
#

How so?

marble rain
#

the only reason why i can say that is cause of this video you need to search for

#

Unity Blendshapes Stress Test google that

#

and take the youtube video with a wierd red creation

buoyant holly
#

so what makes the video particularly better than the text stats?

bold wharf
#

Do you know what unity version that was on?

marble rain
#

that is from a earlier version

#

the video is from 2020

marble rain
#

however for gpu i cant say.

#

and thats in the editor even. which is not a desireable way to test things either as the unity editor does take up resources and can screw with results.

buoyant holly
#

also there's a bit of a difference between just one homunculus creature in the room and 20 like you would encounter on vrchat

marble rain
#

there is. for sure. but that is still viable. if you have 20 of them sure the performance degrade is high. but thats assuming you do 250 blendshapes per frame changing every frame which is unlikely

#

at most your not changing that many.

#

and as long as high material / mesh renders causes such massive lag spikes when someone changes into one. well. then its not worth going that route.

drowsy dirge
#

afaik none of this is gonna matter after vrc goes to 2021 yeah?

#

in terms of shape key stuff and splitting meshes for that, i mean

marble rain
#

it wont matter to much no.

normal nova
#

Blend shapes are still have some cost on 2021.3, but vastly improved over 2019

#

(vram cost in particular isn't changed, I believe?)

marble rain
#

Vram cost slightly changes to. it mainly has extreme improves in terms of raw processing cost. overall blendshapes will be alot more viable in 2021.3 compared to now. like i only recommend blendshapes for low vertices count. not something massive.

drowsy dirge
#

yeah, i was more curious about the silly splitting meshes thing

#

i don't really go above 32k tris tho anymore lol

clever comet
#

does the size of contacts affect performance?

somber raven
quaint barn
#

hi, I use a bunch of costumes which is replacing whole body. That's basically means I have head as basis and multiple skinned meshes as bodies. Is there any good way to optimize it without make a bunch of the same avatars in different costumes?
I though about merge them into one mesh and use blendshapes to hide costumes but when you try to shrink complicated rigged mesh it still trying to reach bones by some vertices and that's a visual mess so I don't use that much.
Also hide them by shader also not an option cause all costumes use singular atlas texture and I want to hold avatar be as much identical for quest users as it is for pc users.
Any tips?

sick relic
marble rain
#

has anyone animated UV discards yet? as it does not seem to animate as expected

bold wharf
#

Are you marking the property as animated?

#

Gotta do that otherwise it won't work when it gets locked

marble rain
#

yea i am. however i am a little confused as to how i can add the keyframe for it, since the model has 4 materials. and i honestly cant seem to find out if its affecting all materials or just one. and also only one skinned mesh renderer

#

oh nvm. now it changes. i just cant seem to see it in the shader editor.

marble rain
#

hmm. something is either wrong or something else for mine. it enables the clothes that are not suppose to show.

drifting turtle
#

poiyomi has a feature to rename animated properties when you lock the materials to get around this

radiant shadow
#
  • keyframing material property changes will affect all materials on a given mesh < it wont if you lock material, just dont have animate set on the other
marble rain
#

also in poiyomi the copy property as keyframe does not seem to work.

marble rain
drifting turtle
#

have you tried hitting record then just clicking in the shader? that's how I record my changes

drifting turtle
#

but you gotta lock the material for this to happen

#

so mark as RA, then lock material, then record the keyframe

marble rain
#

ooh okay. so RA and then record keyframe. got it. gonna try that.

#

something was differently missing in terms of guidance lol.

drifting turtle
#

good luck!

marble rain
#

hmm it does work now, but it shows as if clothes are on by default and i have turned them off in the shader.

marble rain
#

so in the shader. i have it set to default to clothes off. but whenever i test it, it shows them as if the clothes are on. and the animation is reversed so it takes off the clothes instead of on

drifting turtle
#

👀

#

so the clothes are being animated to on when you want them to be off?

marble rain
#

yep. for some reason

drifting turtle
#

sounds like an animation somewhere in your fx layer

#

or are you just testing one single animation?

marble rain
#

two different once.

#

but i can see nothing else interacts with it

drifting turtle
marble rain
#

hmm, the shader says they are float values. but i assume a boolean works just fine for it as parameter?

#

unless it needs to be a float

drifting turtle
#

you use 0 or 1 to toggle it in the keyframe

#

since it's a toggle

marble rain
#

yee so that is correct.

#

do you need a on and off animation for it? or does one work just fine. cause that is the only thing i can think of atm

#

hold up..

#

a toggle. resets value to 0.

#

fucking hell makes sense

#

as to why it says on 😄

#

i need to do everything reversed then

#

lol

drifting turtle
#

if you're using wd off, you need to animate both on and off states

#

with wd on, you don't need the animate the default state

marble rain
#

wd is on

#

but thats what i mean. because i use toggle. and i animate on only

#

and since 0 in discard is considered to be the default showing value i have to reverse it

drifting turtle
#

you can also make an animation for the default state ^^

marble rain
#

yep

toxic needle
#

blend trees RULE yall

#

its beautiful, 14 layers condensed into one

cold yarrow
mint topaz
pliant pawn
#

I don't know if this goes here but I wanted to ask if baking a character is a common practice in VRC

#

because rn my model only has 5.9k vertices but I would totally get more iterations of subdivision which will make the model more smooth and fun

sick relic
heady smelt
#

Ayo

marble rain
toxic needle
#

is there a bake guide that is more comprehensive and just "press CATS button"? It definitely hasnt worked the way I intended the times I've used it

pliant pawn
#

@marble rain @sick relic thanks, you two. It’s just weird because I’m only now learning about baking and no avatar tutorials ever talk about it

radiant shadow
#

old one - note i didnt move uv's much as its an exsample and keeping the vid short , how to bake from an atlas since setting up every material one at a time is tedious, can seperate those after

#

(matcombiner tab keeps everything 1:1 - cats do not , tend to get a odd resolution that but its just temporary anyway)

#

theres a much more uv packed one exsample

toxic needle
#

I gave up on cats atlases a long time ago

#

oh damn

#

that is thicc

marble rain
distant osprey
#

Question VRAM Usage
If an avi has 350mb Texture Memory but 10 different outfits - do the 350mb are always loaded or only the texture memory for the currently playing outfits?

marble rain
#

yes. they have to load into memory as long as you download it

#

regardless of them being on or not.

late quiver
#

Alright, I have a question about skinned mesh renderers.

Basically, I am a really big fan of Adam Smasher, and I wanted to improve my model further by adding damage states. Keep in mind this is going to be as quest compatible as possible. For most of his armor I have rigged up bones to shrink to make the armor disappear, however because the arm is controlled by the armature this isn't possible for him losing his arm. Had bad would the performance jump be if I were to separate his left arm into its own skinned mesh, currently the avatar is sitting at 43mb of VRAM on PC and 10mb on Quest.

#

So the total would go from 2 to 3 skinned mesh renderers for both Quest and PC

marble rain
#

you kinda want to max out at 1 or 2 for quest i believe.

#

but it shouldnt be to bad

#

unless you have alot of materials

late quiver
#

Well...
I have very tiny textures. 512 most of time. But they are more numerous then Id want.

#

I'll ask in quest optimization to see what's the best way to test quest avatars

#

I feel like I need to test to be sure.

marble rain
#

make a material atleast instead

uncut tree
#

theoretically, what is more performant: two meshes, or one mesh that has a blendshape that changes it to the other's shape

proper grail
#

core concept wise blendshapes were designed to have one mesh in multiple shapes to solve the issue of using multiple meshes for this

uncut tree
#

right

#

and yet a blendshape makes a mesh a "skinned mesh renderer"

#

which is heavier somehow

proper grail
#

well, an armature makes a skinned mesh renderer. Regular mesh do not support blendshapes

#

It piggybacks off the whole deformation dohicky they do

#

idunno, weird question. Blendshapes are deff better than a whole nother mesh doing the same thing

marble rain
marble rain
normal nova
# marble rain i dont think so? but the cats bake i never used. i only use it to make atlas and...

Just a note, Bake has been forked off into a separate plugin since I wasn't able to push releases on the old one, leading to it being way out of date. You can find it here: https://github.com/feilen/tuxedo-blender-plugin

GitHub

A Blender plug-in to facilitate producing game models, namely by baking everything into one atlassed model with Blender's own rendering engine! - GitHub - feilen/tuxedo-blender-plugin: A Bl...

#

(also a ton of features were added since the last CATS release, you can see them on the release page!)

zealous wigeon
normal nova
#

Uhh, on newer-er versions there's a totally fixed space mode

#

I forget what it's called. 'Manual' is a bit of a bad name, it actually takes whatever UV maps named 'Target' it can find and bakes to them.

#

I am very bad at naming things

zealous wigeon
#

Was a complete accident I learned about how manual worked.

normal nova
#

Yeah. There's another option, 'Manual' still rearranges

zealous wigeon
#

Can't say I can find any other manual setting than this one

normal nova
#

Are you on tuxedo-blender-plugin?

zealous wigeon
#

Yeah

normal nova
#

well heck can't remember where it went then. I'll look into it when I have a moment

zealous wigeon
buoyant holly
zealous wigeon
buoyant holly
#

Hopefully it can be figured out relatively soon because that's a helpful feature

brisk niche
#

I have a very odd issue xD

I have a friend I am attempting to help optimize his Nardoragon (Shows up as using 1200 MB of VRAM WTF!?).

I brought most of his textures down to 2k or less and while the download size of the avatar is now alot lower, for some reason the avatar's texture memory usage is still above 800mb....I'm also using VRCfury to bake his non-animated blendshapes into the mesh at upload, so its definitely not a blendshape issue. Thry's avatar tools is reporting a negative value when checking his texture memory. I'm at a loss for words hahaha, please help.

#

Okay, update, I deleted a backpack mesh he had on his avatar and that seemed to have fixed it. Something with the fbx?

crimson topaz
#

It could've been that the mesh was incredibly high poly, everything that comes on an avatar has a "cost" of some kind, even meshes themselves

zealous wigeon
sharp blaze
#

so a while back i found out i could use blendshapes to lower the meshes count on toggles, and i would like to learn how to do that, could someone help me out?

surreal oxide
#

So unity hates me and decided to randomly increase the file size of the model. So whats the best way to get 3 MBs of an avatar?
All textures have been crunch compressed with increased the file size.

sick relic
buoyant holly
amber hemlock
#

I really want to know how to set these up, can I get a full res pic of it?

dull sonnet
#

Anyone know what this problem is?

#

Poiyomi and standerd isn't supported its saying but every avi its works fine on i have no idea what to do

urban veldt
#

can someone help me upload a 3d model to vrchat so I can use it as a skin?

mint topaz
#

no

#

its against TOS

#

it also links both accounts

cold yarrow
toxic needle
#

Vrcfury supposedly has a blendtree automator that you could look into, but I just use it for gestures and applying gogoloco

amber hemlock
toxic needle
#

Also I found it

marble rain
#

@toxic needle just remember a bigger animation layer is not better then multiple once

rain matrix
#

You need literally thousands of states and transitions to get even close to the performance impact of a single layer

#

And even if you manage to fill your layer to the point it causes enough frametime increase to contest a layer, splitting the logic across a second layer would literally make it worse

pale pollen
worthy gyro
pale pollen
#

if you wanna read up on it

#

👍

rain matrix
#

In every situation that you can afford to get rid of a layer, you should do iy

pale pollen
#

yep yep

rain matrix
#

If a layer can be combined with another one, do it

toxic needle
#

In this case they are exclusively 2 or 3-state toggles and hue shift type animations, exactly the situation the benchmarks are comparing

pale pollen
#

there's literally no situation I've seen/heard of where multiple layer would be better preforming that a single one, it's just that doing it in a single layer can be pretty feature limited comparatively.

civic rapids
pale pollen
#

but yea, don't take the dbt thing too far, there's def a point where it's just impractical to do everything in a dbt

pale pollen
#

lol

#

I mean, your problem of maintaining it xD

toxic needle
#

@amber hemlock here's the closeup
Direct blendtree -> direct blendtree (organisation level) -> 1d blend and toggle animations

pale pollen
#

when I say "too far" I'm only really talking about complexity and not amount though

#

:^ )

onyx harness
#

True, I am having some issue integrating some things into this

pale pollen
#

I'm not quite at your level, but yk, not too far off:

onyx harness
#

I mean, 2/3s of mine is just AAPs

#

I feel like you win here

pale pollen
#

oh yea, I haven't gotten to making them smooth xD

#

need to do that for my dissolves

rain matrix
onyx harness
#

it's, horrific. I just navigate using the inspector now. Have only opened it to take this picture (which is like 3 pictures fused together)

toxic needle
marble rain
# rain matrix That is literally not true

eh yea it is lol. bigger more complex layers of animations will not only be more wasted resources it also takes up more download size etc. plus with only one layer you cant mask out parts of the avatar it should or should not affect.

#

and second. the only reason to use blend trees is to blend motions that are similar and do not require a mask for example

rain matrix
#

Bro has no idea what they're talking about

marble rain
#

thats what you think lol

rain matrix
#

Bet

#

Show me your numbers

#

Since you obviously benchmarked this

marble rain
#

your opinion does not matter. facts does

rain matrix
#

Okay then show me the facts

marble rain
#

google it

rain matrix
#

Nope you made the statement you have to prove it

marble rain
#

not really

rain matrix
#

I'm not doing your research

marble rain
#

nor am i doing yours

rain matrix
#

Well I made mine lol

marble rain
#

you never did

rain matrix
#

I have all the numbers

marble rain
#

which numbers

rain matrix
#

We know that layers are extremely performance heavy

#

States are not

#

Transitions are not

marble rain
#

thats what you think

rain matrix
#

Layer masks do nothing to performance

marble rain
#

oh they do

rain matrix
#

My guy

marble rain
#

they mask out parts that should not be animated

rain matrix
#

You don't know what you're talking about

marble rain
#

sure

rain matrix
#

You can test this in 2 minutes

marble rain
#

go ahead and think that

rain matrix
#

You're talking big talk but having nothing to prove it

#

Spreading misinformation helps no one

#

You're actively hurting this games performance

marble rain
#

i dont need to prove something that is facts lol

#

proof is out there

rain matrix
#

You can't just say something is a fact without proving it

#

You have showed 0 sources

marble rain
#

and your just spreading misinformation lol

rain matrix
#

Nope

marble rain
#

yep

rain matrix
#

Well here's the performance graph for layers

#

As you can see each layer increases frametime by a substantial amount

#

Keeping layer count as low as possible has highest priority

#

In comparison here's a single layer with a direct blendtree

#

If you combine layers into a single blendtree on a single layer, performance exponentially increases

marble rain
#

the increase is neglectable

rain matrix
#

It is not

marble rain
#

oh it is

rain matrix
#

And even if it was

#

You're still wrong

marble rain
#

nope

rain matrix
#

You're spreading misinformation

marble rain
#

again no

rain matrix
#

💀

#

You're clearly Trolling

marble rain
#

nope

#

but your clearly spreading information that isnt correct.

#

you can even see it on the one you linked yourself

#

100 layers only takes up 0.003 ms. going to 200 its a small increase of 0.001 ms.

#

in total majority of people only have around 20-30 layers on average.

rain matrix
#

But it stacks....

marble rain
#

obviously

rain matrix
#

You're loading all layers from all avatars in the instance

marble rain
#

even with 40 people at 30 layers thats only 1200 layers

rain matrix
#

And even then, single layer is still more performance by a huge margin

#

You saying that it isnt

#

Is spreading misinformation

marble rain
#

i am not saying its not

#

i am saying its not worth it increase

rain matrix
#

Less layers is always more performant

#

You can't just say otherwise

marble rain
#

you can

rain matrix
#

And then show no proof

#

When there's clearly proof for the opposite

marble rain
#

thats not the point either.

rain matrix
#

If you wanna make an argument, you have to back it up with something other than "trust me bro" especially if you're going up against actual well researched data

marble rain
#

never saying trust me

#

thats what you said lol

versed flicker
rain matrix
#

We didn't spend months gathering this data just for someone to spread misinformation

#

Bro can't admit that he's wrong

#

That's the only issue

marble rain
#

while i am not lol

#

go ahead make a single layer with 1000 + toggles and you can see how bad it is

#

states even.

rain matrix
#

It isn't

#

It still isn't

marble rain
#

it is lol

rain matrix
#

We literally tested that

#

On multiple devices

#

Ingame

#

In editor

marble rain
#

in editor makes it less valid

rain matrix
#

With different state and layer counts

rain matrix
marble rain
#

still does not matter. to that level.

rain matrix
#

In every single test, in every variation, ingame and in editor, the performance is always better with a single layer

simple vortex
#

hi

rain matrix
#

0 exceptions

#

Hi Dread

marble rain
#

the difference between 40 people with 30 layers and 40 people with 29 layers and one with direct tree is neglectable at best

simple vortex
#

uploading something with crappy internet give me a moment <3

sick timber
#

vrcRat what in tarnation

simple vortex
#

DBT is supposed to replace multiple layers not just one

marble rain
#

that is not the point either.

simple vortex
#

I did this

marble rain
#

even if it replaced 10 layers

simple vortex
#

oh wow thanks discord

marble rain
#

the difference is so small its not worth it

simple vortex
#

lovely compression

sick timber
onyx harness
#

that's a crunch gif

simple vortex
#

anyhow that scuffed gif/layer is thousands of transitions, states, conditions yada

sick timber
simple vortex
#

size on disk is quite a few MBs and lags in editor
On upload, it gets compressed to like ~300 kb, and doesn't cost any performance

sick timber
#

Damn

simple vortex
#

hundreds of users have that kind of layer, and no one ever reported any performance issues to me

sick timber
#

Unity wth are you doing in the editor

rain matrix
#

Trying to render all that

sick timber
#

True

rain matrix
marble rain
simple vortex
rain matrix
#

Just because in a vacuum the difference is small, doesn't mean it should be neglected

#

It's still better performance

marble rain
#

the difference in a 400 layer less vs 40 layers with direct tree is neglectable

rain matrix
#

Idk why this has to be argued further than that

marble rain
#

not saying you shouldnt do it if you can but the difference is so small

rain matrix
#

Okay so? Still do it

marble rain
#

use more time on other areas. first

simple vortex
#

dude plays on 30 frames just let him enjoy it lol

rain matrix
#

Telling people to NOT cut down on layers when they easily can, is harmful

marble rain
#

30 no lol i get 90-120 fps on average

#

with 40 people lol

simple vortex
#

mhm

#

yep

rain matrix
#

And then saying shit like "actually multiple layers are MORE performant!" When it's clearly false, you're actively spreading misinformation that sacrifices performance

vast jackal
marble rain
#

there is no mis information.

vast jackal
#

I can show you the automated tests that indicate this, as well as the in game testing i've done to confirm this

civic rapids
rain matrix
worthy gyro
marble rain
#

nope

rain matrix
#

Yeah bro is pivoting hard

#

😭

simple vortex
marble rain
#

sure. think that.

rain matrix
#

This you?

sick timber
marble rain
civic rapids
simple vortex
#

why are stickers allowed but not emojis lol

civic rapids
marble rain
sick timber
simple vortex
#

yeah but talking about regular users

sick timber
#

But I have vrcRat I need nothing else

rain matrix
#

Interesting

marble rain
#

again all of that is true

sick timber
#

in what universe

civic rapids
#

its LITERALLY false

rain matrix
#

The point is that it isn't true and you're harming the games performance by spreading misinformation

marble rain
#

thats also false

sick timber
#

Also wouldn’t using a layer mask affect performance?

glacial creek
#

Hey would this channel be a good place to ask about avi megabytes on quest?

sick timber
vast jackal
rain matrix
#

You refuse to state your sources, and you saying that blendtrees are only meant for "blending animations" you clearly showcase that you don't know what you're talking about

rocky kayak
vast jackal
#

yep

glacial creek
#

Ty yy

marble rain
civic rapids
#

Its literally not small holy feck.

simple vortex
#

Dear brother, they're either:

  • Trolling you
  • Trolling you
  • God bless their soul

I recommend you guys just encourage reading your research, which you've made to actually save your breath from telling people constantly, and move on.

marble rain
#

it really is lol

onyx harness
#

Yeah careful now, the bot is more sensitive than twitter

rocky kayak
marble rain
#

looking at the tests they did thats what i am using as reference

#

looking at the amount of layers vs blendtree

#

the difference is small.

rocky kayak
#

Do you have any evidence to prove the opposite?

rain matrix
#

I've already concluded this dudes trolling like 10 minutes ago there's no way anyone's this dense

#

💀

rocky kayak
#

Seriously. Stop spreading the misinformation, my guy. You aren't helping

civic rapids
#

ooga booga me no understand logic ooga booga

glacial creek
#

I was wondering if anyone had tips on quest optimization, i have an avatar that went from 24 megabytes to 14 but ofc we need it at 10. We have removed all exstra outfits and toggles and tried to turn down all the graphics for skin and clothing but were lost otherwise. Any tips?

marble rain
#

again no mis information lol

marble rain
rain matrix
#

Read what?!?!!?

#

😭😭

#

You have linked nothing for me to read

vast jackal
# marble rain the difference between 40 people with 30 layers and 40 people with 29 layers and...

this I 100% agree with

however, if we spread good information, maybe someone else will do it too and then we have 28 vs 2

maybe after a while we have 5 vs 25

with 30 avatars, almost anything you do with your avatar is "negligible", but if we spread the word on how to properly optimise avatars, maybe those other avatars will also take steps to increased performance, leading to a better optimised game in the end

civic rapids
#

Im starting to think this guy is 14 and just cant read

marble rain
#

how in the world is 0.016 ms vs 0.0060 massive? it is such a small difference that it wont add up to anything

sick timber
#

0.006 adds up across 40 avatars

rain matrix
#

Because you have to stay below 16ms to reach 60fps

rocky kayak
#

Dude, you need to learn basic math

marble rain
#

0.016 is 800 layers in total.

sick timber
rain matrix
#

16 ms isn't a lot, your frame budget is very low. Every tiny bit of saved frametime very quickly adds up to... a higher framerate

simple vortex
rocky kayak
#

Yeah, and how many people can be in an instance? How many layers can each person have?

vast jackal
rocky kayak
#

You think everyone is running single layer Avis? Most bases have a LOT

vast jackal
#

i see many avatars with 50-100 layers

marble rain
#

are you that dense?

sick timber
marble rain
#

no on average is more likely 50

#

or 60

hidden shard
#

?

rain matrix
#

0.016 ms out of the 16ms you have available if you wanna reach 60fps is a lot if you consider all the other stuff that's going on at the same time

simple vortex
hidden shard
vast jackal
#

okay, let's say 50

50 * 0.016 ms = 0.8 ms
50 * 0.0060 ms = 0.3 ms

that's a difference of 1/30th of your entire frame budget for 60 fps, just for one aniamtor

marble rain
rain matrix
#

💀

civic rapids
#

...

#

...

vast jackal
#

for single animators, it does

rocky kayak
#

That. . .that's literally how it works

civic rapids
#

Dude literally said no to maths

sick timber
vast jackal
#

for multiple, it doesnt scale linearly, that I agree with

marble rain
#

that 0.016 is 800 layers

hidden shard
marble rain
#

not 50 lol

rocky kayak
#

Wha. . .dude, no

rain matrix
#

Math has left the chat

rocky kayak
#

You are a terrible troll

vast jackal
#

no?

800 layers on one animator is 0.016 seconds

#

not ms

#

with 800 layers on one animator you can't go above 60 fps

marble rain
#

thats ms lol

civic rapids
vast jackal
#

my friend

#

i have an avatar with 800 layers on it

#

hop on vrc if you wanna see

#

my ign is jellejurre

marble rain
#

and your likely blocked from it

rain matrix
#

🤨

civic rapids
#

...

rocky kayak
#

No, cus I cloned it and tested it

rain matrix
#

Animator layers aren't part of performance stats

civic rapids
#

My brain is melting

rocky kayak
#

I helped with the testing of all this data. . .

marble rain
#

good for you. want a cookie?

rain matrix
#

💀

rocky kayak
#

On a rig that normally gets 144 fps, I was dropped to 30

rain matrix
#

Nahhhhhh this is crazyyyyy

rocky kayak
#

This is beyond dumb

marble rain
#

not gonna happen. from 800 layers lol

onyx harness
#

Yes I would like a cookie. I just had dinner and I'm fitting up for some desert

rocky kayak
#

You got any data to back that up??

marble rain
#

eh yea? go in any public lol

vast jackal
marble rain
#

enable all animators

vast jackal
#

see what happens

marble rain
#

your frames wont drop to 30 from that

plain furnace
#

’lists tested facts'
"Nah man ain't true"

Block and move on lol

rocky kayak
#

Can you prove us wrong? Or are you just gonna sit there with your fingers in your ears and tell us we are wrong.

marble rain
copper basin
rocky kayak
#

I literally helped Jelle test it multiple times. Both in VR and on desktop

marble rain
#

good for you, want that cookie ?

rocky kayak
#

And you think you have more credibility than the guys that wrote papers on it?

worthy gyro
marble rain
#

you quite litterly just said oh 800 layers dropped me from 144 to 30 fps

rocky kayak
#

Which it did

marble rain
#

i highly doubt it

rocky kayak
#

And 1000 dropped me to about 15

rain matrix
civic rapids
#

What do you mean facts and research arent valid arguments?

marble rain
#

if you dropped to 30 from 800 layers you would have less then 30 in every single 40+ instance.

civic rapids
rocky kayak
#

Gee, it's like I have that exact problem in major lobbies

copper basin
#

his thinkies and feelies > ur facts and research. accept it nerds

vast jackal
marble rain
vast jackal
simple vortex
#

Separate layers across multiple avatars is not the same performance cost of separate layers on one avatar

marble rain
#

depending on the world i would have 30-40 fps on average.

copper basin
marble rain
#

with everything on

rain matrix
#

No way you're a game dev

#

No shot

marble rain
#

dont care if you dont believe that

hidden shard
#

yanderedev hidden discord account discovered

copper basin
rain matrix
#

This is somehow worse than yandere dev

copper basin
#

dont care

marble rain
#

you wish lol

ivory sluice
#

🙃 my fucking god

rocky kayak
#

With the way they've been talking, I'd be surprised if they are over 18. . .

onyx harness
# vast jackal

Ah, they don't take in editor tests. They prove nothing apparently.

marble rain
rocky kayak
rain matrix
#

Self proclaimed game dev
Can't even count frametimes correctly

marble rain
civic rapids
marble rain
#

going into personal assaults is fun shit isnt it

#

grow up man.

simple vortex
sick timber
rocky kayak
#

Dude, you're the one spreading false info and getting called out for it by not just me.

copper basin
onyx harness
#

I mean, is someone else claiming it? like a company or official body?
'cause if not then it's self no?

unique dome
rocky kayak
#

You haven't posted a single shred of evidence

onyx harness
#

there's so many more people watching than I thought

rocky kayak
#

And yet all of us rebutting you have even videos

marble rain
#

and all you have done is posted pointless aggression lol

rocky kayak
#

Even offered to show you in game.

vast jackal
rocky kayak
#

^^^^

#

Want to rebut that?

marble rain
#

why would i?

#

i am not an idiot like you lol

rocky kayak
#

Cus it disproves your point

#

That you've been claiming

#

This whole time

marble rain
#

never claimed anything

onyx harness
rocky kayak
marble rain
#

said i dont believe your 800 layer going from 144 > 30

hidden shard
#

you dont need to believe it

rocky kayak
hidden shard
#

its right infront of your eyes my heavenly child

civic rapids
#

you literally went 180 on your statement

marble rain
#

and here it goes again with your pointless assaults trying to taunt.

hidden shard
rain matrix
#

Hell nah not the victim card pull out of left field

sick timber
# vast jackal

Damn. Also your shadow gets an animator?
I knew shadows were really bad when it comes to performance already but running multiple animators?

civic rapids
#

@sudden jewel

rocky kayak
#

Not a single person has agreed with you and we have hard evidence against your points.

marble rain
#

no not really.

rain matrix
#

Not the Tupper tag 😭

rocky kayak
#

Pfff

marble rain
#

going on the full assault now are you?

sick timber
simple vortex
#

no no I meant that your reflection also has an animator

hidden shard
#

waa waaa im a fucking victim cuz i cant admit im wrong

#

😭

simple vortex
#

so x3 performance cost

hidden shard
#

!!!!

marble rain
#

lol

#

even more assaults?

onyx harness
copper basin
#

several people are typing...

marble rain
#

keep that coming kids.

rain matrix
sick timber
simple vortex
#

don't you dare

sick timber
#

But would caching the animator state… right memory allocation is also slow

rocky kayak
marble rain
#

dont really bother lol

#

cause all that can be thrown from you seems to be shit lol

onyx harness
#

which one? it's changed so many times

rocky kayak
#

Cus you just tried to sound smart with no evidence. But when the people with the evidence and tangible proof came around, suddenly you turned around and played victim. . .

simple vortex
#

idk guys I'm really getting convinced. Maybe I should have many layers?

copper basin
#

hes gaslighting us

rocky kayak
#

Let me just turn all my systems to individual layers

hidden shard
rocky kayak
#

I'll easily hit 1000 with no downsides

hidden shard
#

hell nah not the wingman systems

rocky kayak
#

VRCBlocks gonna be 2k

hidden shard
rocky kayak
#

Surely there's gonna be NO lag

cloud imp
rocky kayak
#

With 15 people all building in once instance

sick timber
#

I’ve learned more about optimisation in this server than when I’m specifically looking for help

rocky kayak
#

I totally won't be at 10fps

#

Hell, you know what

hidden shard
#

spf

rocky kayak
#

un atlases your avi

hidden shard
#

seconds per frame

civic rapids
#

minutes per frame

rocky kayak
#

I love having a slideshow on my face

marble rain
#

do better then lol

vast jackal
sick timber
civic rapids
#

why...

rocky kayak
#

Jell out hear proving me right again 🤔

#

It's like we tested this or something

simple vortex
# vast jackal

idk Jelle that's cheating with so many extra layers and look how much over 30 you are

sick timber
marble rain
# vast jackal

question to sate me being curious how many toggles or states is in each layer?

hidden shard
rocky kayak
#

Or did you ignore that too?

marble rain
#

well he did say 2 states lol

#

no i just ignore everything you say

rocky kayak
#

Yeah, a single toggle

#

On and off

#

Any state makes it worse. . .

worthy gyro
marble rain
#

well yea lol

vast jackal
rocky kayak
vast jackal
# vast jackal

(which is what im running here in all honesty, without that it'd be 17% less frametime)

simple vortex
#

Wingman no you can't back down

#

don't admit!

rocky kayak
#

You mean I'm not supposed to admit when I'm wrong?

simple vortex
#

Absolutely not

rocky kayak
#

Or even entertain the idea that someone knows something I don't?!

copper basin
#

hostile my brother in arms, we have found their first mistake, NOW WE RISE

rocky kayak
#

Blasphemy!

vast jackal
#

but still, the numbers themselves don't matter too much, what I want to show that layer count absolutely does matter

bold heart
marble rain
onyx harness
#

I think a lot of people did

vast jackal
onyx harness
#

just reading back

marble rain
#

hence why i was so stern on it lol.

vast jackal
#

fair enough

#

happens to the best of us

copper basin
#

no hostile dont back down now! we were so close to a victory

marble rain
#

cause i was like why the hell do you care about 0.0100 ms

sick timber
rocky kayak
#

Glad you at least saw it.

simple vortex
rocky kayak
#

But you really should reconsider your stance. We've gotten so many tests in this for it to be false.

copper basin
#

VRLabs have been oppressing us for too long, this was our chance for a revolution

rocky kayak
#

These are hard numbers

onyx harness
vast jackal
rocky kayak
onyx harness
#

VrLabs scary vrcTupAUGH

hidden shard
marble rain
#

true. but then again sometimes you just cant avoid having extra layers. if you want it to only affect some part of the avatar.

rocky kayak
#

Of course not

#

That VRCBlocks I mentioned before? No blend trees

#

Since it has mostly parameter drivers

#

Which means blend trees don't work

marble rain
#

like i dont know how many layers i would say is average on that end but maybe 2-4 ? if it just means the hands and something else

rocky kayak
#

It's generally for basic toggles

#

And any optimization, no matter how small, is good

#

Plus, with the blend tree method, you can easily add on

marble rain
#

i assume you mean a new world or?

rocky kayak
#

Either way, the statement stands

#

VRCBlocks is my voxel building system.

marble rain
#

ahh

rocky kayak
#

Allows people to build and pvp with friends

#

But it's very complex

marble rain
#

i think i saw that on twitter. i think

rocky kayak
#

Possibly!

copper basin
#

content is over :sadge:

rocky kayak
#

Melon, allow me to be your content

copper basin
#

ayo?

marble rain
rocky kayak
#

But yeah, there's definitely a time and a place for individual layers and blend trees. Generally in VRC, blend trees for toggles are better for optimization

marble rain
#

compute blocks i mean

rocky kayak
#

Particles!

#

It's already up and running. Co-op building too!

marble rain
#

with vertex stream?

rocky kayak
#

Nope

#

Just simple mesh particles!

marble rain
#

and your using that to place down the blocks to ?

onyx harness
#

The only complete avatar I used the Direct Blendtrees on so far went from about 80 to 30 layers. Drop from ~2.5 to ~1.5ms. Packing 50 layers into 1 felt pretty worth it even without tools to assist just knowing that. still got a lot of things to improve though

rocky kayak
#

And you simply place with a gesture.

#

If you want, I'd be happy to DM you a video where I show it off

marble rain
#

had no idea that the particle system could be used for that lol

#

i would always just end up doing compute block generation.

#

etc

rocky kayak
#

Nope. I use texture sheet animations, grid snapping, and particles!

marble rain
#

interesting way of going about it ngl

rocky kayak
#

I'm working on releasing the 2.0 version of the system very soon

#

It works with co op now, along with other functions of the blocks

marble rain
#

is compute shaders even a thing we can do in vrc yet?

rocky kayak
#

Don't believe so?

#

I wouldn't know.

#

I'm not the best with advanced shaders tbh

#

I'm a mechanical guy

marble rain
#

nor am i. not the best with geometry

rain matrix
#

Nope compute shaders are still off the table unfortunately

#

Probably will be for a long time

marble rain
#

thought so

#

thats a shame through cause it would enable so many things