#avatar-optimization
1 messages · Page 30 of 1
Does adding a new object and creating a new material for it for a animation, counts as an extra material on your avatar?
@lavish prairie what kind of animation you want to create? if just appearing object by animation i think that better to merge objects and do appearing with shape keys
and yes each object and material counts, but not in render when object disabled i think 🤔
Having a sphere appear with some particles and play music.
Sounds like only needs two materials so should be no problem given most avatars only need a few
Thanks to the both of you for responding.
@paper elm it's normal
Just make a new avatar as normal and the console error goes away next time you update the avatar
Does having the model in two seperate meshes create more drawcalls if each mesh is a different material?
like mesh 1 has only material 1, mesh 2 has only material 2
vs one mesh with material 1 and 2
Same in terms of draw calls, but if meshes are skinned, merge them as multiple meshes perform worse
Atlasing stuff is very much worth it. This is what I've done so far with one of my public avatars from my world to reduce an immense amount, and still working on the rest.
Atlased normal maps, metallics and roughness
https://i.imgur.com/7NjXR0C.png
Though, I've got a question. Do VRChat people that verify worlds look at animations of avatars as well in terms of performance regarding skinned meshes? For example, this one makes a minigun appear with a gesture that has 3 meshes and 2 materials that are required for animation, will it still pass?
Hi, would be nice, if the new SDK could block upload when someone doesn't use the Dynamic Bone Distant disable for a Distance of maybe 20 (the Number requires testing/feedback).
The distance disable is forced in vrchat, also dont ping the admins.
@strong perch
Just like the update rate is forced to 60
Didn't know that it is forced because I was always using that from the Start. 😛
Yes, I read that.
Then why would you ping him.
Forgot it, read it now again.
Yeesh, guess no more pinging for pins then, did people ping them that much? .-.
Svelsien got kicked for pinging the mods when there was fighting going on so don't expect much from the moderation
Seriously?
Basically yeah
Sheesh... alright then
I havn't been on vr chat in about 3 months. I saw we need a new version of unity. Has the poly limit increased from 20k? have there been any other changes?
ok, thanks
It will be increased to 70k though @gloomy dagger
Thanks for the info. Do you know when?
Nope, next open beta which should be "soon"
but actual soon not soon(tm) 
You never know
yes i saw the new Performance Ranking System .. it is very offensive, generalizing, degrading, and only serves to discriminate other players
well done vrchat
🤔
Does it though
Imo the system looks pretty good, a little harsh on dynbones but they do have a significant impact on performance. Remember that the system and values are still subject to change, be sure to join the open beta when it's available so you can post on the canny with your feedback.
If anything some content creators will wine
how connect 2 hand with my avatar
this system is not good
it is too generalizing
The presence of an animator is bad without the system taking into account what it is actually good for
Well yeah, a couple of the categories are questionable, but that doesn't make the whole system bad
The best part is that they actually tell us how they rank these, the trust system however 
people will block other people because the system will portray these people as bad ..
reminds me of the time when colored people were portrayed as bad
Wewlad
lol
it is also nice that the system uses a star to mark the people
i am from germany, i can remember .. we also marked people with stars
@mint kernel you ok?
I am not okay, I feel discriminated against by such systems, I apologize if I get a bit sarcastic at the same time .. but here a line is crossed that forces me to go to either .. after several thousand hours ..
i need help how connect 2 hand with avatar. how do that
You do recall this is a game right?
And that stars aren't just a German thing? Or grouping people (look at companies)
But feel free to leave your feedback at hello@vrchat.com or on the canny at vrchat.canny.io
new player are more susceptible to make very poor optimise avatar. like I've done. So if the trust system goes with that . its a good thing
Thing is- The system does not help a lot (if at all) with optimazation
I'm not thrilled our nameplates are gonna have even more draw calls...
and it's gonna force people to use bland and boring avatars with nothing special
Yeah lmao, make the game laggier in the process of shaming people to optimize
I like to build an avatar of this system is classified as super bad, and dosent lag
also i can build one that fits all that rules and laggs as hell
If the name plates aren’t already set up this way they should be set up as a spritesheet
You can do that. The numbers are just a guideline.. Tell them better ones if you want
publicly portray people as bad although it is not really clear if that is true is unworthy
I guess so, yeah. But modifying an avatar to be "good" or "very good" takes a few minutes
With the exception of colliders which currently seem to be judged harshly
You can check the actual numbers in game I believe
That being said, I doubt the average person would do that 
@mint kernel Have an highly optimized avatar and just make it 70001 polygons
Tada instant very poor optimized rank
One poor score and your whole avatar is deemed poor
I mean the numbers could change, pretty sure we weren't supposed to see those notes anyway
they likely will change
the models in doom 2016 are like 40k-90k
Im gonna make a hobo with poor performance rating 
and my PC with a 1070 pushes 120 fps shrugs
Spare optimization, spare optimization pls
Doom might actually use a decent engine though
You can't compare VRChat with a normal game. It's not a possibility.
50 VRChat avatars with above 70k polygons might actually drag down FPS
yeah Unity is crap but what other engine can we do all this stuff with for free
I was fine with 30k limit
70k limit is quite the blessing.
the thing that kills us in big rooms is the IK
but maybe this IK update will fix some of those issues, we just had a sound related one that seemed to help
New Ik calculating tho
Now that, that I'm excited for 👀
adding very unoptimised nameplates that have more drawcalls than the most avatars is okay, but if an avatar ....
u know what i mean
Basically.
why the system dont calculate the drawcalls of an avatar to rate it .. why the amount of animators or particle systems
Sibling bones animate the same so you can combine sibling bones without quality loss
Drawcalls is basically meshes+materials, probably more for transparent materials?
Another way would be to calculate the frame time for ever avatar. Like live profiling
Dissolve bone is okay, but use the merge bone in the cats tool
That'll probably do what you want
Should be around where the translate button is I think
Hey can anyone help out, i did the automatic atlasing on my model as followed by the optimization tutorial video for materials, and now after i inserted it into unity i can't edit the shader for my material because it's grayed out. Anyone know how to change it so i can edit this?
Or am i just missing some dumb button somwhere haha
Oh wow there
Thanks a ton! 😁
Got it
👍
Im far from sure but cant you only merge two bones at the same time 👀 ?
Nah, should be able to do as many
It merges to parented, not connected, so that shouldn't be an issue
Check out the pinned tutorial if you haven't already
@safe swift Almost looks familiar to me. What Blender theme are you using?
and can i have
that's EXSGT theme, he sent me it months and months and months ago, so if you want it - try asking him
70K is more than justifiable very surprised. Wonder what the SDK will want your material count under
It'll probably scream at you for having 4 or over
I also wonder if it'll prevent you from uploading at a certain amount
Hehe. Am curious to see how bad those mmd with weird shader are
@sweet mason You mean the ones with the rim light shader that people stereotype as crashers?
Nothing about MMDs are inherently optimized/unoptimized. It is 100% on the user to optimize models, no matter the source.
If a model is unoptimized, it is the fault of the avatar author. Nobody else
Please, correct me 😃
i dont think u realy want to learn somthing about optimization .. i ask myself what kind of user u realy want in vrchat, .. those people that spend thousend of hours here, or only some steam users that are nice for some statistics , there come and go , but the content dosent make sense
uhhh.. okay
I... am unsure that answers any kind of questions I had.
What info in our optimization guide is incorrect? @mint kernel
I was about to prepare some popcorn, but... 😦
my question is though, does going above 70k limit turns you red when submitting public ava world?
I should try to make one too.
i think it would only make sense to be like that 🤷
Going over that would require a modified sdk right. That would probably be a big red flag.
seen models 200-300k that are still yellow
it is far too generalized, many of these values do not really say anything about the respective avatar, but the labeling makes it look like this .. I am very sure that it is easy to create an avatar according to your criteria (good) and there lag. And that you can produce avatars that are classified as "Very Poor" and cause no problem with any lag
Yep, we're fully aware of that. There's a reason why, in two places in our docs, we state that the ranking is not an end-all, be-all ranking.
Runtime impact analysis is not possible in Unity. You can't point at an asset and ask Unity "How much CPU/GPU is that using?"
The Rank system is intended as a way to get a general, ten-mile up view of what might not be great on your avatar.
Not a "YOU ARE RED STAR YOU ARE BAD BLOCK BLOCK BLOCK" system.
If a user wants to do that... well, that's on them. It is their experience, after all, not yours.
why is it necessary to denounce people and label them as "bad" or "good"?
Because some creators have yet to learn proper optimization techniques and that is a vital part of content creation.
it looks like something we did 40 years ago
I'm actually worried about "Shame Olympics" for once, which normally isn't something that seems like it would happen but now it's like "oh you're lagging me" when people probably aren't the source of lag, they just have one collider for their two ear bones
So.. like this? 🤔
@mint kernel because people DO NOT CARE about optimization and about overall performance , just look at public avatar world submissions
yesterday or two days ago, I saw 2 ppl with 200mesh+200 materials
I'm only glad to see people with their 400 dynamic bones and block them
Because I have full PBR on my avatar, reflections, metallic, subsurface scattering, normals, and etc. And my avatar is more performant than someone with a bunch of cubes on bones with 30 DynamicBones.
If there's creators that aren't fully aware of what they're doing, imagine what the masses who don't even know about blender or unity will think.
that list was funny at first but now its scary to see people still not trying to optimize
but 200 meshes with 200 materials are more of an exception than the rule
@shut sequoia Think of the Perf Rank as a seed that grows into "how can I optimize my avatar?" and causes people to start looking into it. That's all this is intended to work.
@mint kernel No.
They are not.
Trust me.
@mint kernel haha.. no
Do you not browse the public world list? I do. A lot. It's scary. 200 is somewhat uncommon but not an exception.
@shut sequoia I talked to someone I knew for a bit and I asked him why he doesn't optimize his avatar when I saw he had 7 meshes, he said "Well if I don't lag, it's not my problem."
I feel like a lot of people are like that
And it saddens me
Yeah, that's where I'm like "Well, maybe these people do need to be shamed."
Because if you flat out don't care, you don't deserve to be seen imo, and you won't be if you're toting like 6 colliders for your 120 bone hair
yes, people don't care, I didn't care either, because it was too much of a pain to atlas and then make any changes, but now it's extremely easy to optimize stuff
Even manual atlasing takes very little time once you've done it once or twice
15-20min
at the same time, I think the numbers are a bit strict but I'm hoping that changes since it's still in closed.
How2atlas
well, imo the numbers are reasonable, at least public world ones
Honestly though I do need to incorporate that on my Pokemon trainers some time
I think it's a good incentive for people to start caring, just saying 'nobody cares' is over
most of my friends on this game don't have the best pcs. Its important to optimize because otherwise they can't play comfortably.
Atlases materials
I mean do dynamic bone scripts matter that much? if anything they can help you keep transforms down, if used properly.
@shut sequoia We're aware of that and I've already suggested we stop tracking component counts in favor of just tracking affected transforms
world avatars are fine up until 15, I hope the ranking follows world avatar rules, so it kinda makes sense
I also want to reiterate that "Very Good" rank is like a gold star
Good is perfectly fine
Yeah still not master atlasing. Sometime give up and end up with 2 materials
Very Good is like a pat on the back
It has never been good to put people on the doorstep
.. are you a markov chain bot
Tupper#0001 Quote Added
oh, for cloths being 0 1 1 1, does that just mean having 1 shoots you up to Poor? I'm kinda confused there
Something I've been putting off but I should make is a tutorial on how to fix and combine bad texturing on mmd models.
sooner or later something like that will just turn around and people will use the "bad" as a feature for "good" and avatars only like when they are bad, just to put themselves over the system
you misjudge the community
2 materials is still better than 20
everyone is tired of lag
@mint kernel It honestly sounds like you're projecting quite a bit.
they will have their island of misfit toys and all will end well
Remember when everyone was going to block everyone of a certain rank and the sky was going to fall when the trust system dropped?
Why do you have so many of these 👀
i'm in 90+ discord servers and i have nitro
oof
weird flex but ok 

💪 
Yeah, basically that's all I heard here. People freaked out about the trust system splitting everyone up, but basically it's just used to prevent being crashed now lol

with a few people being jerks, but now they're exposed as beings jerks 👌
I'm hoping this just turns out similar. A lot of freaking out the first few weeks, then it just kinda dies down and becomes a thing. Plus they're giving us chairs probably. Panem et circus.
Hopefully at least
The trust system has stolen a lot of fun, because many spontaneous actions do not work anymore, and people have to beg until their animations or shaders are unlocked
people thought it was a merit badge, but it was security all along, heh
"Do not work any more" That's false. People who want to see those things? They can always have it on. I, for one, don't care to see a lot of gimmicky things, so I usually choose not to.
yeah i loved getting spontaneously crashed
Again, this guy I asked he was like "I only care if I lag. Anything else is you having a bad PC"
But if you want to, then keep it turned on. That's your prerogative.
yeah a lot of people seem like that
@mint kernel yeah, I loved having screenspace shaders, distortion and other crap in my eyes coinstantly 👌
I'm having terrible reception rn u h
but if you build in the freedom to block things, then why denounce people. the number of animators on the avatar hardly says anything about the controlled animation, even the number of particle systems gives no information about what these particle systems do
Anyway, I want to say that this is a guy who blocks particles because he doesn't think it's possible for someone to optimize a particle.
particles are pretty optimized for what they are
having a bunch of them obviously isn't
it's pretty obvious when a particle system is created to be a nuisance
Optimizing a particle isn't that hard, as far as I've seen. A lot of the problem is most prefabs, even unity asset store ones, have really bad default settings.
shadows, emissions, etc
light sources, noise, collision 😂 👌
i building a large polygon (1) with one material ... so it must be rated als "SUPER GOOD" and put a Devilish FUR Shader on it ..
now I'm sure you're just trolling
yea the animator thing is pretty silly imo, because when you create complex freeze systems, you can have up to dozen+ animators
they can't really analyze shaders
That's kinda his point
This is called sarcasm , not trolling
it only showes up that this system dont help someone, the only thing it does is discriminating
I'm not saying anything
not really, it warns of potentially badly optimized avatars
there's a lot of people that don't realize their avatar is unoptimized
My complaint more lies on I have to make a bunch of my avatars private and choose which ones I want public
why?
Idc about this avatar ranking thing
you can just turn off sharing
update helps that, I like the system, but I don't like that it displays the lowest ranking
@shut sequoia I want to share though
potentially .. but that "potentially" will noone see .. they only see "POOR" and "block" ..
that's fine too, it's just a recommendation
also you can just click them, it's not like you have to reuplaod them to make them public/private. probably takes 5 minutes tops
even with a ton of avatars
not allowing people to choose would be a lot worse
I agree it's not watertight, but it will never be
it's a pretty good indicator
The public display of these details is discriminatory and vindictive
It's really not that big of a deal, the trust system has shown us that
it's the price of freedom to upload almost anything..
People thought it was the end of the world and everyone would block everyone, riots in the street, class wars, etc. Nothing. Just a ton of complaining and then no one cared.
the trust system is completely different, because it combines the rank with completely different criteria
and your worries were 100% the same as the worries for the trust system
People thought that everyone would just block all new people, or people of whatever rank and no one would ever get to see them. The people who wanted to block things blocked them. I turn off animations, I don't care about people's gimmicks. Some people turn off shaders, some turn off particles.
i dont have a problem with the trust system, and i never had one
If someone doesn't want to see your avatar, they shouldn't be forced to. I don't care how "optimized" it is.
you can have the most optimized anime girl you want and if I don't want to see you I won't.
but i dont like to be missrated with cirerias that are stupid
Most of the criteria are pretty good, and they're also Not set in stone as we already know for at least scripts.
sure beats the old <20k and anything goes
People will want to be seen. They'll start fitting within these parameters, which most are proven to prevent lag. Shaders aren't a thing that can be accounted for, for the most part. At least not right now
i dont like the system and the the rating that say"Very Poor - This user probably stole your frames." .. i dont "steal" frames .. This statement is devastating
why that number ? .. unity 2017 have a 32bit mesh index mapping ,
less materials, meshes and skinned mesh renderers mean less potential shader instances so that is pretty cool.
unity 5.6 with 16bit mesh index mapping had that issue
then there is shaders like silent's cubed shader which adds a ton more features to cubed.
so less need for separated materials
2017 doesn't split meshes until a gajillion
even if you separate materials, one opaque, one transparent, one double sided, one emissive, etc .. you're pretty much covered everything with 4-5 mats
The new ranking system is dumb because just one category can drag you down to "Poor"
tell the guy responsible for the nameplates
And I'm pretty sure the new system adds even more drawcalls to nameplates
Can we optimize nameplates before asking people to optimize their models?
why do the nameplates even take up that much 
because they haven't been improved yet, they're very a very old script from an early player
yes it is funny that what is thrown with the nameplates performance is trying to retract now on the user. Something reminds me of one or the other politician .. because you do something so synonymous .. but in a country where a madman to be elected president can be surprised me anyway not much.
But didn't they redesign the nameplates a while back? Or was that visual only?
yeah
I think they should be focusing their attention on there if they wanna make performance improvements
the new icons added more drawcalls 😉
Since turning nameplates off gives me a huge boost
Yeah, that's what I figured lmao
Like 5 extra or just 1?
eh, 6-7
Oof holy fucg
don't quote me on that
We're up to 20+ then huh?
in a world with 20+ users .. turning off nameplates give me 10+ fps
It's ironic that a performance system only ends up making performance worse
are the icons something they can't atlas/batch or w/e?
sure they can, but it's obvious the priority lies with lousy avatars and I don't blame them
The public world limits were a pretty great step into that direction already tbh
lagging when I look at one person is a bigger deal to me than nameplates ... it's not like a drawcall automatically means bad performance, they come in a lot of sizes
rendering a sprite is not gonna kill your frames, even if it's 32 of them, sure, they could be batched, but I'm sure that will happen someday
Yeah but it kinda has to happen soon either way
The IK changes are a great step into optimizing larger rooms at least
they are trying to fix the stuff the player has no influence over, and they give the players tools to fix stuff the players have influence over
my avatars probably show up as poor too, with all the crap I lug around
so be it
all of that won't even be active 99% of the time, so it's up to whoever is around me if they wanna block me
there's only two categories I'm rated poor in for the vast majority of my avatars
Fortunately, there are no major problems, the main thing the stupid chairs come back soon in the avatars, a feature that really nobody needs
oh people have been clamoring for that to be brought back
Chairs are cool
People have been clamoring for them because it's something new
I doubt the new ones will have the same functionality though
270 canny votes, ofcourse people want it
lol people have been begging for chairs
^
Probably no custom sitting animations and can't sit in your own chair
Which would be a shame
I wonder if you'll still be able to do animation things with them though
#bring-back-portable-dance-stages
Yeah, that's the thing I'm concerned about
Probably not tbh
They're probably going to be a separate component for avatar chairs
yeah, that would prevent a lot of abuse
I think I've only seen a few points of abuse with the past ones, most of which were related to keeping people in chairs or putting them in chairs when they didn't mean to or want to
the main difference is you can get out whenever you like
And when I was experimenting with dance stages I unticked "seated" and that broke people's animators.
yeah the distance on them just has to be really tiny, because im still sitting in chairs across certain maps
Like, they would get out and they would just be T-posed in desktop
And sliding over the floor in VR
Anyway, it seems the name plates are now more than twice over the material limit imposed on public avatars lmao
yikes
Imagine if you're a mod also, you've got even more
@shut sequoia Actually even the mod tag is already a material on everyone's nameplates
hopefully the icons are on a sprite-sheet so its one draw call.
It just never shows
yeah it's one spritesheet
👀
but it's not one drawcall 😄
Because it's a bunch of materials
well shoot
@shut sequoia I don't think it's more if you're a mod
The inactive stuff still gets drawn I believe
goodnight everybody
night akalink
well shoot
Idk i got a model that is 40k, 5 materials and one mesh. We where only 5 with it and it was laggy asf
probably wasn't the materials or polys doing it
most likely dynamic bones, colliders, etc.
that or some very very bad shaders
a 20 pass fur shader counts as a bad shader
Noenoe or xiexes, cubed is fine aswell
Its personal preference
But one of those is your best bet
I manly use mobile asset. So they have fake shadow on the texture so no need to have an nother one. And i like to put outline. Make them pop more
yeah, then either everyone in the room has a potato or something else is wrong. im routinely in rooms with a few unoptimized avatars when its just friends and manage 60+ just fine, so a 40k/5mat avatar shouldn't be lagging anyone
i run on a potato with vr and its only when something unholy joins the room it gets bad...
Wondering if not only acknowledging the poly count limit, but also coming out and saying they're raising it means that we're getting closer to them actually enforcing it in the same way they've started actively enforcing Avatar World's optimization. Maybe it'll be actively enforced with Avatar Worlds first? Before now, it's been swept under the rug or actively avoided. The timing is just coincidental maybe? 70k is pretty generous though. I will say that.
They are planning the shittiest avatar ranking system ever.
VRChat - We'll fuck it up in some way.
other than the 0 0 0 32 thing whats the problem?
i dont really understand what the collider numbers are about just looks a bit wrong?
avatar bounds being taken into consideration that have no effect on avatar performance, poly limit being taken into consideration that has no effect on this level.
colliders levels being completely unrealistic.
It taking lowest value instead of average
It's the fact that scoring badly in one category makes you "poor" no matter what
^
Even if that is inconsequential
ya it looked a bit messed up
I have 1 material, 1 mesh, 15 dynbones. But OH nOEsS!! 3 audio sources
You can have the stuff that actually matters optimized, but then you have a high poly count which has no effect on performance whatsoever and you get ranked poor.
with the 0 to just 32
1 material, 1 mesh, UH OH? IS THAT 70K POLYS? PoOR
"We're raising the poly limit but you'll be shamed for using it"
Wanna take a bet that they'll introduce auto blocking of "poor" avatars?
Nope
They're just slapping limits on any component
Or even better, if you use emote toggles
Every toggle is two animators
Which are also marked for performance
A lot of my avatars will end up "poor" in some way, so no reason to keep optimizing them I guess
The whole system is like the first revision of the public limits, its a good concept but once again the actual numbers and planning are off and nowhere near realistic and some values shouldnt even be taken into consideration.
Yeah but even then, putting those values into consideration just shows that they have no idea of their own playerbase.
Nor values that make sense
0 dyn bones is something you cant expect of people
and 2 colliders is also something that should be okay.
they are performance hungry but if everyone keeps them on 2 its fine.
Also depends on how the colliders are set up
I have a model that would score very well in just about every category, but it has one dynamic bone collider
This collider is in the left hand and affects two bones
Shaders are hard to analyze since they get compiled on runtime.
and you cant generalize 2 shaders = bad performance
They actually used their brain there to not take that into consideration since they cant really determine it
but they should do something if the shader name is starnest give poor ranking 
Yes, but that can't be checked by automated systems
Yes but you cant generalize shaders like that.
it cant be checked, they get compiled.
tHe NuMbErs AreNt In StOnE
they would need to force future proofing to analyze used shaders and then everyone would complain about long uploads
Automatic shader analysis sounds like a nightmare
This whole automated system is bad lmao
Yeah it does
its horrible
check materials and meshes and dyn bone colliders
then we fine
it could very well end up being just that
im just waiting for the extra lag the analysis creates
Moves voip to its own thread to reduce lag just to introduce realtime avatar analysis Kappa
realtime? its not tho
also dynamic bone colliders only put you at Poor if it's at liek 30
No dyn bone colliders put you on poor if you use one
Actually
ackshually
The extra performance ranks added to your nameplate will incur an additional 5-6 drawcalls
So nameplates are now more than 20 drawcalls
That's over twice the maximum we are allowed to have on public avatars
wait why bother putting 32 then?
because after that ur prolly not allowed to upload anymore
thats what i was thinking
oh right that's a hardcap later too
Dude if they hard force the 70k poly limit i will fucking scream
imagine limiting the one thing that has no impact on performance whatsoever
Nuance doesn't matter, a single collider means you are poorly optimized.
either way though, literally none of these numbers are set in stone
yes and things change forehead
no
Lol
they dont
the only thing that ever changed was veteran being removed but that was un ignorable the outcry was so gigantic
https://puu.sh/CiXR0/3ed7aca060.png there's at least acknowledgment being made
that's scripts specifically. if one thing is noted it means other things can be noted as well and change
I have a lot of little accessories that are like 1 or 2 bones
The fact one thing isn't set in stone pretty much shows that it's not all set in stone...
But a lot of it is
Tupper also said he suggested increasing the poly limit and that took a year.
you already know the poly limit will stay, they have been enforcing that shit forever
70k hard limit sounds yikes
i think the notes mentioned that not being the only thing hardcapped in the future
They also "suggested" a lot more but some of that plainly is not happening
And also closing that canny post is just yikes, i dont see a reason to shut down discussion about the current numbers with "there was no beta hurrdurr wait for beta"
Or about the system in general
it could give them valuable information that could already be used for the first beta
"Don't speak out of turn you plebs"
Yeah basically that
They only take feedback properly in the closed beta, and only yes-men get into the closed betas
So you can take stuff you were gonna do anyway and then mark it as "in progress"
the closed beta is only for people that are already getting privileges and they dont wanna lose them so they just say yes.
its such a joke
I know several people who are in closed betas and only two of them are willing to criticize anything
The devs seem to surround themselves solely with people who agree with them
I mean its a recurring theme isnt it
Take beta testers that dont actually test stuff, have mods in the discord that dont mod, make betas where you dont listen to feedback
Lmao
They pretend to care but just do their own thing anyway
Like why even have feedback platforms at this point
There's literally people willing to see how much they can take advantage of stuff in the betas, and it's the same ones i see doing it after launch and getting features removed lol
something tells me those people arent in betas
wouldnt be surprised if there was a beta channel modified client
But im glad the important stuff is being taken care of instead
like not fixing photon exploits but finally adding a ranking system
so we can soon have the "who has the most decimated and unusable avatar in the game" leaderboard
is it gonna be displayed in the pug? Find out soon.
yall mind if I -Could not log in - "Unauthorized"
Yep
Hey guys have you seen the new avatar ran- VRChat Logo spinning - Please login to VRChat.
Secretly, they only raised the limit because that Digi Cirno Tupper uses now has been over 20k this whole time?
Digi's great and everything, but he doesn't do <20k.
Not with that quality.
Tupper knows how to optimize tho 
Uh, so?.. "SDK says 20k". You told me the same thing recently.
he's 60k im pretty sure
having a model over 60k isn't against the rules specifically, modding the SDK is
who's to say there isn't a dev SDK with a 9999999 limit?
Who knows. If he has a dev sdk without the limit then it's fine
Soon that big complaining should soon be over...
even if he doesn't you can't really prove otherwise lol
What im interested in is if that avatar performance feature will be utilized to detect modded sdks
nope, probably not
hard limits are coming in the future, not right now though
i do like how they flat out acknowledge modding of the SDK in patch notes though lol
Yeah the big complaining will be over with an even shittier limiting system 
its like putting a blanket over a bomb
In the way they are doing it yes
its horrible
And especially limiting stuff that doesnt matter cough bounds and polys
Oh really?
nothing prevents you from uploading
Polys matte
Ron himself said in a lobby i was in Polys dont fucking matter.
weeks etc
i dunno im sure polys matter to some degree, and 10 people in a room at 70k is already a lot, not counting the people who go over that
That's what I'm saying. It becomes a matter at some point.
it doesn't seem like that big a deal to limit them, people always shit talk others that come in here wanting 100k or 80k eetc, and usually suggested 50-60k
it seems like more of a matter of principal too. you really don't need to go higher than that, you shouldn't need to at least
20 people at 70k in a pug, on top of voip, ik, network, dynamic bones, colliders, meshes, cloth, particles, shaders, cameras
i feel like it matters the least but it still matters
filesize
Decent res terrain in modern unity games can take up anywhere from 3 to 5 mil polys leading to an average of about 8 to 11 million polys in view at once.
Now tell me 70k is a good limit.
Filesize over 9000 😮
same goes for dynamic bone colliders
anything above 0 is poor optimization
which cant be generalized like that
it depends on how the colliders are setup
how many bones they affect in total and co
audio sources are apparently poor optimization too now
Animators are poor optimization
the whole system is just once again taking the wrong things into consideration
i dont see most of these things staying the same so i can't really say anything other than that lol
I dont have any reason to believe they will change, its been the same with multiple beta stages where they said "not final" and so far it has been a single time something has changed, and that was removing a single rank in the safety system
and as rokk already said
closed beta testers are yes men.
Well, collect 50 people in 1 Room and the random crashes start happening
not sure why
IK
The Ik system
but we crashed until there were about 20 people left
Theres a reason the worlds are so limited, the IK system will kill you
yeah, it's in the patch notes
we used to be okay back in the day as desktop doesnt seem to be as heavy on performance and we all didnt have vr.
but now you cant do that anymore
Right now, your computer handles all the IK calculations for everyone in the room.
In the beta, you only do your own, and then that's sent to everyone else in the room
should help a lot honestly, though im not sure what effect it'll have with syncing movements up right
I mean sending calculated values is easier than having to calculate all the time
should have a giant performance impact.
well, local calc sent to others should have a positive sync effect
and synced stuff should be fine too as long as servers dont spazz out
yep
this is probably going to be the biggest performance boost we've seen and will see for a long time
Yeah that was noticeable, and it's liek third on the list of "game stuff" that lags
i genuinely can't fathom how much this will help once it actually works
oh, tbh, vrc 2018 boosted my performance like crazy already
yeah because of the VOIP
my biggest problem ingame are the avatars
i cant pick what i want to
cuz the menu goes insane
It seems like they're removing stress from one area to mitigate the stress other things cause, which isn't terrible but not ideal whatsoever
fix the engine-related problems and a lot of things don't matter nearly as much
Yep
true
Avatars should be optimized but they're focusing too heavily on avatars
Fix the nameplates first
As for the limits, it makes me think they want to set up the framework now as opposed to another year from now
If we had these limits a year ago, i'm pretty sure we'd be in a much better place right now since they would've been adjusted accordingly
instead we just had wild west uploading with 10 colliders, 200 dynamic bones, etc because no one actually bothered to tell us otherwise
@surreal topaz Do you think we are allowed to talk about the cough obfuscation cough
Like there's posts here and there on sites like VRCats or in the discord, or randomly inserted into Tupper not-official hour long VRChat mmd tutorial, but there wasn't much "OK guys here's the shit you can stop doing" at all
As rokk said a long time ago, we need an updated mega tut
Like imagine if we had this push for optimization 9 months ago when the boom was winding down and the more permanent members were starting to settle into the game. 9 months ago they could've came out with this optimization guide we got a few weeks ago, which are _all things Tupper put on his VRCat post about "what lags us" the most. It's things that were flat out known.
This new system is dangerously close to blocking avas with lowest ranking. And its sooo easy to get there with new rules, as they take inactive and unimportant things into account too.
as far as I know, Tupper's a community guy and not a dev but is pretty knowledgeable about the engine anyway, but it feels like they didn't listen to him as much as they should have
Tupper is the community manager yea, but still he knows his stuff around avatars and optimization
sadly the leaders seem to be prone to ignoring
useful advice
yeah actually i found some old post while looking for a post he made previously, lemme see if i can find it. it was pretty interesting
@hushed vortex wait wdym by that
can people block avatars with a certain optimization value?
or above / below
that would succ
Not yet but i assume this may be next step
Isnt that pretty much raising the avatar learning curve to the next level?
It is. Also trashing and punishing people with complex avatars
is someone able to explain why physics colliders have such a heavy penalty on avatars in the performance table?
Because dynamic bone colliders are constantly doing calculations
even when not touching anything
they are super performance heavy
I can get rid of all my dynamic bone colliders but I use 2 primitive colliders on my avatar
no physics colliders not dynamic bone colliders
cause the same basically goes for any colliders
dynamic bone colliders I understand because of its custom collision logic, but primitives in unity run just fine
I wonder if its networking related
cant find it now but i found this gem https://puu.sh/CiZoe/09eeab329e.png
@sudden zodiac :3
tru

I think most things are exaggerated. They're counting on us not knowing how a game functions. 😕
Js.
what wouldnt hurt would be to raise the performance limit with the ranks, so trusted users are expected to optimize a bit more than a new user
curb your enthusiasm theme plays
https://puu.sh/CiZpK/bc5b14f6d1.png and this one, which we're coming up on and not meant as a jab at all since opinions do change lol
They're counting on it, Breathe, but they weren't doing much to inform us until these last few months
I can't imagine it would be hard to release the optimization guide a year ago or even after the boom. I get they're busy, but it's basically just paragraphs of things people have been saying but didn't have a big enough audience to say it to
they've known, or at the very, very least, Tupper has known as far back as November. not saying any of it at all is his fault, but did no one listen to him at all?
I hate to sound like I'm trying to make him seem like a martyr or something but it really feels like he is/has been fighting an uphill battle against the other devs
Tuppy best admin
I mean the way stuff and features in this game are handled i wouldnt be surprised if they didnt listen to their own people
They showed multiple times they dont care about the communities opinion
Tupper's Queen of England. Calm down.
same goes for their employees i guess
His input is probably just noted.
He's probably more of a punching bag than he ought to be. He doesn't do or affect all these things he's called out for. He's not developing the game. He just has to put up with our complaints and try to sate us.
https://puu.sh/CiZxW/ad63ca3427.png literally just shit liek this, everyone was saying it even back then
and the post from some of the Yellows im seeing from back then are a bit uhhh....Well "out of touch" is what I'll say so I don't get yeeted
discord search cant find it
wut
why cant i find it etiher wtf lol
d e l e t e d
ok search from:jazneo wtih "going to get people"
for some reason i cant find the first few words but the post is there
read through that. I wouldn't take too much of it to heart now since a lot has changed, but it gives you an idea of the uphill battle there was and probably still is
yikes
it's really bad, right?
A lot of people just meme "o tupper is god" but i genuinely feel like he's one of the only people looking out for us
at least outwardly
im sure there's others that either don't want to speak up or have tried and didn't get anywhere
I mean hes said some pretty stupid shit too, but he at least seems like the most approachable that actually does stuff for the community
yeah absolutely, he's not perfect
not expecting anyone to be lol
imagine if this game had to run on standalone headsets like the oculus go lol
no dynamic bones, no particles, mobile diffuse shader only
1 material
1 mesh
polygon limit of like 3k or something
Pain.wav
i meeean, vrc clearly isnt built for that
Doable but, ouch
yep
buuut
imagine meeting a kanna
and you take off the ar goggles
aaaand
well, you know whats coming
It's totally a kanna
Oh God
getting off track here
heh tru
hello world, I have a problem :
I used a non-unity software to creat a realistic avatar (make human)
In this software I have the choice to save my 3d model in dae, fbx, wavefont obj, stl and BVH.
the 3d model in make human has a RIG .
But When I save it and upload it to unity it says it have no rig.
Do someone know how I can proceed ?
save as .fbx
that's what I do but the rig don't load in unity
hmmm
in make human it says BVH is a rig format. But I can't open BVH in unity
nore used it to load a rig in my fbx object
you might be able to mixamo rig the model
Get the fbx
Rig via mixamo
And apply textures back in unity
If it doesnt do that itself
you dont need to apply textures in mixamo
When I try to apply texture in unity the whole model use only the last texture I select even If I select 1 part of the model
oh I found a way
ok
so if I chose my save file in an existing unity project, everything load
thanks for the interest ^^
@floral plover thanks for mentioning makehuman btw, i had never heard of it but now i'm going to be the most savage baby in vrchat.
http://image.noelshack.com/fichiers/2018/51/1/1545057579-mh.jpg
I think giving me this software was a mistake
I have a nother problem tho, When I open a new project and load the vrcsdk public (I dowload the update one) I only have "clear cache" in the sdk tab menu
does someone know how to install it properly ?
@floral plover close unity, go to Assets project folder and remove vrcsdk folder with vrcsdk.meta file, reopen unity and import sdk again
ok I'm trying
Cross what are these beasts
it's still not loading
@floral plover are you sure unity is 2017 version and not 
I used the "search for update" in unity and it says I'm update
but it's 5.6 on top
and i download it like 20 days ego so it's should be 2017 right ?
2017.4.15f1
Migrating your project from Unity 5.6 to 2017.4 isn't as difficult as you might think! Here's a guide providing each step in detail. # How to install Unity Hub and Unity 2017.4.15f1 Unity Hub is a great tool that allows you to seamlessly install and work with multiple Unity ...
ok i'm trying that
If it says up to date it's probably wrong version - closely check the last numbers in your vs 15f1
So, about this Performance Ranking system i think the Very Good Rank is a bit limited
they all are, honestly
So if i have for example on particle in a character it goes to good
the numbers they've got set up now are pretty bad, but im expecting them to change
The whole thing is actually good imo but i think they could get some things a bit up
In very good we cant even get particles
At least 1 particle system
Well i dont know if it would heavly impact performance the physics Colliders and particles and 1 or 2 dynamic bones in the very good performance
Same, I have an avatar with two emote toggles. That's more than 4 animators total and will therefore be "medium" on that alone
I have one last question
For example if i have everything in very good except polygons, like 50k polys will i be on medium or will it average everything?
It isn't averaged right now
If you have 50001 polygons, you will be marked as "poor" no matter what
yeah makes more sense for users to just judge avatars on their own
I really hope it gets averaged in the future
unless numbers are adjusted
I just want this whole thing saying "Good" or "Bad" to be gone
Sure we can keep avatar statistics
@hearty galleon sounds like 70k polys will be a new limit, so 50k 🤔
i mean if it's properly judged, "good" and "bad" are ok
And I want it to not take up 21 drawcalls for a nameplate
no? no it doesn't. If it's properly done then it's fine
that's all they need to do is change numbers up and remove some categories altogether
there's some worlds I can't wait to go to in beta though
Like audio
The bounds size looks okay
Why is bound size a thing
There are so many things that shouldn't be a thing lol
Larger bounds means on average your meshes will be culled less often
I actually like the system its just not balanced
That was their initial plan for the bound size limit
You can have a huge avatar as long as the bounding box isn't too big
It just doesn't make sense that an object far away will make the bounds stupidly large
It's optimization related in their eyes, and in some ways it is
In a way yea it is
For culling reasons
But to have a bounding box say whether your avatar is poorly optimized
That and audio is where I draw the line
Everything else is fine by me.
Too much audio can lag quite a bit
I remember joining on an instance of Christmas Sky Mirror, someone spammed so many audio sources that half the people just crashed
Oof
Remember Mobi1eGamer doesn't know optimization too well
each audio source is considered a draw call
Guy knows how to model and all that
Is the audio source always a drawcall or only upon awake
Calling audio source a draw call... 🤦
How are audio sources a draw call, theres no visual draw that can happen
Its a calculation for sure
But not a drawcall
Theres no graphics rendering happening
Like wha
Pretty sure he means they're on par with drawcalls as far as performance impact goes
Just like how a dynamic bone transform essentially counts again for every collider it responds to
In some sense yes, the perf hit comes from audio needing to be go through spatializer and the downmixed with the rest, but thats purely CPU task. Drawcalls are a hit from the data synchronization between CPU and GPU since rendering isn't fully asynchronous.
(Someone that know unity pipeline please deny if wrong)
1 skinned mesh. 0 dyn bones/collisders, 2 materials, 1 texture. 66k verts. Poor. Dang might as well be my unoptimized one lol
@amber hemlock Verts or polygons
yeah my thinking right now like "well the bar is set way too high, might as well be down low with everyone else"
Yep
with the way avatar rules are now, world avatars shouldn't even be anything past "Medium". Most people shouldn't be, honestly.
that's what they need to use as a baseline imo
how do audio still play on avatar . how do that?
youre better of looking up a guide on youtube than getting an answer here since its a bit of an involved process
What's also interesting is that adding additional IK components (especially VR and FBBIK) to your avatar is one of the laggiest things you can do
And yet that is not covered at all
The lag was bad enough to send people back to SteamVR load for 1-2 seconds when we were messing around with footstep triggers, we narrowed it down to additional IK being activated
☝
Wait are we planning on floating “bad” over peoples heads or on details in game because that is a terrrrible idea
Well no, it'll be a red star @amber hemlock
And ironically those stars will add more drawcalls to the nameplates.
Rip vrc
SL did this it was never ending drama lol
Lots of bullying
Public areas became toxic so people stopped using them and just stuck with private communities where no one cared
I feel like pushing into privs is what devs truely want sometimes
It does dun' it
Welp i already mostly stuck to private instances myself so meh, guess it won't hit me as much
Everybody else tho...
I’ve been tracking my world stats. It seems half of people visit it in some form of private instance.
Well time will show if it works if it hurts vrc I’m sure the devs will revert it
It will certainly be effective at making self conscious people stay away from public so it will only be non self conscious people in public lol
I'll still be in Public regardless
And adding a star on people based on their avatar
It'll just pose the same problem as the Trust system did
And also, a system like this is exceptionally flawed
It's basically asking us to have literally nothing on our avatar other than a Humanoid skeleton and a low poly mesh
Nothing else
Discrimination and segregation are totally social highlights.
Else you be shunned for daring touching an audio source or dynamic bones.
History repeats itself I’ve seen it all already XP
Making these things front-facing is the issue. It's thoughtless.
Yea, the only potential this platform has at this point is the community
I've seen the devs, how they won't listen to the users, even after a canny post
Rokk said it himself, feature requests don't matter
The devs have a fixed view for what they want
You want badly optimized avatars inconvienene you but not in a social publicly visible way
And they will only respond to canny posts they feel fit their vision
Also I do propose they keep the ability to look at avatar statistics
But get rid of the ranking system for them
Uhmm, that is not open beta, so I don't think general ranting on the system belngs in this cahnnel.
It should be on inspect. Not first glance.
Yes, but think about the average user
What they see is a glimmering red star, they will immediately think
I mean I’m not saying it won’t be effective
"Unoptimized! BLOCKBLOCKBLOCKBLOCK"
I will absolutely destroy my avatar to get it to whatever the best rating is
Public shaming is effective. Just antisocial.
Adeon, I will say you can do that if you want, but the system that will outright tell people "Hey this person has a bad avatar"
That's what I'm saying I have a problem with here
I will reiterate, I do agree the statistics system is a good idea
Just nothing else about it
But the difference between us and most other users is we know how to edit avatars
Most just use what they like and will get bullied for it
Leading to a bad experience with the game and community
Reaching.
Not "has bad avatar" but "avatar is heavy on your framerate" No wonder it's currently difficult being in public world without blocking avatars just to not drop below 45 frames even on high-end hardware
But this system at its current state will tell you what avatars it thinks is unoptimized already, there for you will have to block it
Oh no
Manually, I might add
Note the values there are not final its not even out for public
We're speaking from experience when we say that these values are unlikely to change
They said the same thing about the particle limiter and the trust system as a whole
Kinda have to agree to Rokk though
If you block your next best friend over some frame loss, it's your own problem. 😕
just let me turn off dynamic bones on people and I don't mind the ratings
@smoky lantern that's what people said about the trust system too, but the effects are wider than that
Last time I will say this, since I'm a broken record at this point, the feature that will allow you to see avatar statistics alone is already pretty good, only thing is they are relying on an automated system to tell users if am avatar is unoptimized
Just like new players are lead to believe that turning everything into ugly shaders is "safe", now they are also lead to believe that X is making them lag.
meshes and mats are not the biggest deal with avatars made by people who've done that for a while
Using a vague ranking system
Inb4 we can only use empty game objects
It's gonna happen
I think you guys are over reacting
Dunno why y'all are hissy fitting over when it's not even in open beta (or released).
I stand by my idea that it should only be on inspect. Not on a big billboard. Same with the trust rank. Make it text only and get rid of the colors.
Yep, I agree
@visual tinsel it's on the public docs so people will respond to it
Maybe they should take feedback from more than just their inner circle
¯_(ツ)_/¯
They're also not set in stone.
we had the same uproar with the particle limiter and the security system, both were changed <<<
For me, get rid of the optimization text and w/e entirely
I think the only changes they did to the trust system is removing veteran
All the other concerns were ignored (visible nameplates, weird defaults)
@smoky lantern 11 years working with virtual world communities I know how these things always play out
No, the average user needs to understand what is right and wrong. Keep it, but make it less blatant and irresponsible.
a lot of fallback stuff was changed too, due to demand
I think they just did away with whitelisting external shaders
Also, if it was on inspect, I have to inspect all 30 people in a room??!?!
Or not.
I would prefer that myself
Social is inspect.
Well the point with the trust system was that you weren't supposed to inspect everyone at all
As for the optimization system, I dunno
So I have to scroll through 30 people? the menu isn't that fun to scroll through.
It makes it easier to just block the dude that's learning. I get it.
they should just blacklist dynamic bones if they hate it so much
Dynamic bone is too ingrained for it to go away
They should look into supporting VRM and other alternatives
Would give them a large portion of the asian market too
why leave all the memes to the mods who test avatars worlds? now you can experience first hand how bad things can get 😄
No, they need to do their own DB as they are with UDON instead of using PM.
The problem with dynamic bone is that it's unoptimized. It's quite good at what it does otherwise
I don't know if the devs would be capable of making something that is noticeably more optimized
Why reinvent the wheel
I also think dynamic bone wasn't exactly made for hundreds of skirt bones
So a different system would be cool
^ or 12 colliders
One thing that I'd change if it were up to me, a certain property of an avatar shooting all the way to the end of the chart should not classify the entire avatar as poorly optimized
DB wasn't made for anything so small scale.
Well, there's two things about that Eevee
people just stringing colliders so their skirt or hair doesn't clip
If I have 10k dynamic bones I should absolutely be marked poorly optimized even if I have 1 mesh and 1 material
10643
But having 50001 polys should not bump me from good to poor
Yea
So it should be more like a points system like I suggested from the start
Wouldn't weight be a better term?
That way people are also more inclined to optimize their colliders. For example, having a separate dynamic bone component for the front of the skirt, so that only the front responds to colliders.
Weight is also fine
I'll just be a poor avatar. I couldn't care less, really. If people miss out, they miss out. Just like blocking shaders over fear mongering. People get crashed occasionally? It's getting out of hand.
Weighted summing-based, yes
Rembers the first few days of mess the beta channel was when trust sytem hit shivers
Lmao
anyone know where the link to the avatar performance rating chart is?
"Why am I not veteran REEEEEEEE"
People should visit publics more often
I had a malicious shader blocked in a public pug over the weekened
alot of people were complaining about it
and all I seen was a green spherer
Wait what was the shader doing to them then?
probably panosphere
I'd rather use panic when things get ugly rather than just block all the good guys by default out of fear.
🤔
Sounds like it wasn't malicious at all. lol
it doesn't matter your intentions, a laggy avatar is a laggy avatar
Because I tested a shader and it did that by accident, force closed my game because I couldn't see my menu
In the pug
usual complaints about panosphere stuff
Ah I guess it wasn't me since it was a green sphere
I always get complaints about purple capsules
Or just use the shortcut keystroke to switch to the default robot locally then change yourself.
@visual tinsel I know, but
Since I'm trusted it would have shown up purple if that were me
Or I assume at least
True, I usually forget what mode I'm in.
The weird metallic shader you see when you block someone's shader
?
Matcap
The color of the metal corresponds to what rank they are
ugh i might as well set up a model with no dynamic bones and nothing else but the base model and skeleton
Yeah
Is it really matcap?
Yes.
envmap ye
Well they name it "matcap" but ¯_(ツ)_/¯
I tried playing with my rank hidden but too many people mentioned opaque green glasses, green capsules, and clipping jackets. Or flashbang bloom if I used cloth.
Kol

