#avatar-optimization
1 messages · Page 32 of 1
I feel like this will be sticking around for more than a few weeks tbh, the witch hunting that is
The whole ordeal with ranks dissipated very quickly
But this... oh boy
thing is, most people don't understand what is more laggy, and you can easily get into poor performance with just couple things
i just hope they either polish it VERY WELL or don't show the rank unless you're extremely unoptimized
i had an old screenshot of my avatar being poor performance only with 300 vert cloth component
Actually... is cloth even listed on the doc?
yes
I might've skimmed through it somehow...
if u go above 200 = pooor performance
i won't ever use dyn bones for skirt, unless layered, but even then I try to make it 1 layer and use cloth
Inb4 somebody tells you to weight the skirt to legs
it shouldn't be that bad on performance at 10 update rate when default is 120, idk if VRC hardcaps it or not
and at 10 rate it doesn't look any different
Probably hardcaps it like audio source rollofs, no more no less
I think dynamic bone updaterates are also capped
Not entirely sure though
One would assume lowering them would increase general performance, but it might have something running on the background to keep it consistent
it should be capped at 60 i think tupper said that in in a vidoe, but i can be wrong ¯_(ツ)_/¯
Yeah i thought i heard about that in the past
The fact that update rates on dynamic bones and cloth aren't counted is BS honestly
Update rate on dynamic bone is capped at 60 but there's no point in going lower
I just want them in-game already so I can see the damages lol
too many avies to check manually
It is 60 btw
I’ve seen some avatars with a glowing, rotating hologram (like a bracelet) around some avatars arms. How does one go about doing that?
Man I have my avatar down to 35771 tris. I can't find anything else to optimize
Theyre going to be changing the upload limit to 70K soon so I wouldnt worry about it much
I know, I'm targetting 32K because green star
mehh I love dynamic bones too much to worry about green stars
Whats the point in being an anime girl if the boobs dont jiggle
thigh jiggle?
nah
don't need it tbh
didn't before the update, def don't need it now
when the update hit, the only thing keeping me out of Very Good was the polygons so i figure what the heck i'll get my star
Also does anyone have an answer for @idle briar Cause Id like a link to the object people are using for it
Its that same one people are using for the 'no erp zone' popup just resized right?
this is it boys, after some testing, my group HAS figured it out
this is what you need to strive for to achieve Excellent™ models
anybody have the material combiner, tryna fix the 20 mats on mine?
even nikei isn't This epic
the material combiner addon for blender keeps combining all the materials i excluded for the first atlas with the first atlas, even though i have it unchecked. any way i can stop this from happening?
Wait seriously how can you take a project you need to tweak into blender?
from unity
you... take the model out of the assets folder (if you never had it in blender before)
or else just work more on it in blender, export the model again and override the one in the assets folder
depending on waht you do you might need to resetup some things (rig or the like)
okie dokie
@proud tulip The rotating bracelet is literally just a cylinder with a texture on it
so it still counts your lowest instead of average
How do I remove the meshcollider from my avatar?
Do I have to go back into Blender or can I do it in Unity?
remove component in unity
Where would that be located?
is it better to put dynamic bone script in each individual ear or just put it on the head and exclude everything else beside the ears ?
@cunning maple go to the game object that has the collider on it and click the little gear icon in the top right corner of the collider component
Thanks, I'll see if I can find it
I'm editing another model right now, so I'll do that when I can :3
@median birch I would put them in the ears. If you put it in the head the ears might bounce back and forth in a very un natural way when you move your head.
I knew those couldn't be optimized the moment i saw them.
I'm laughing at this new avatar performance system xD
Everyones avatar is going to be poor or worse
that's literally the first avatar I went and checked
I just need to remove most of my dynamic bones and hand colliders and I'll be good
I should check mine
and all my friends went to a private dance world and used it to see how much we could lag each other
Think all my avatars are poor from the dynamic bones
it was epic
anybody else launching into publics that say they have people in it but when u load in its empty?
Can only see people from current version
dam system is harsh https://gyazo.com/55307282566e51ff2a7eda76f53af8b1
compare to this guy with multiple sound and mesh but same score https://gyazo.com/a58eba3485d6e2450aa7cf2088f05803
you have dynamic bone, aright your fate is already decide
If you dare have any dynamic bone colliders no very good rank for you xD
OwO nice
4 material excellent 🤔
4 is the limit
yea 4 is limit
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is. **This system is purely informational at this...
@sweet mason it use to be this lol https://i.gyazo.com/571da2755db7ce18efb4c5ebcca87581.png
but got down to 4 lol
So, is everyone who makes big animations just gunna have poor stats guaranteed?
Yep
would depend on the animation
So any animations that don't move with the avatar ... rip
if you want custom animations you really only need one custom animator, to trigger as many animations as you need; and that only sends you to out of Excellent into just "Good"
but you can have up to 4 animators and remain Good, so what's the issue?
that's more of a temporary fix, isn't it?
since people are using that for spoofing their stat counts
so it'd probably get changed
Could likely bypass the dynamic bone checker if you changed some of its code also
I'd be interested in looking into that imo
Modding the SDK is against the rules, and, it won't spoof your stats anyway?
that's done clientside
you can bypass everything in the performance system with only an animator
So it's not recognised by the vrchatsdk
Pointless. The SDK doesn't upload your code. It replaces it with it's own copy of dynamic bone.
Being under medium seem next almost impossible for big animators
Without bypasses
Lame
If the SDK doesn't recognize it as a dynamic bone script, it will simply be stripped out as a regular, non-whitelisted script, and not replaced with it's internal copy of dynamic bone
i feel like if you're doing big animations, it's probably bad for performance and you'd only want to do them around friends anyway
the amount of animations doesn't really matter, its the amount of animators
It fun for me to get reactions from pubs tho
But ya
Another reason to not go publics :/
@amber hemlock i mean like those clickbait vrchat videos that are like "EPIC PARTICLE SYSTEM AVATAR SHOWCASE"
GPU particles are friends only
Where's the option to block unoptimised (very poor) avatars by default :/
@crystal sonnet this is bait
not talking about GPU particles, but ok
there needs to be a shader check as well or this system is pointless imo
no one said it was an end-all thing and
if you find it's inaccurate
ignore it?
It doesn't effect anyone's ability to make and use avatars x)
Does the system only show active mats?
@balmy summit keep in mind just how old those default models are.
We're talking before there were even 100 users at a time playing the game.
Performance wasn't a concern back then.
That's when everyone had defaut-ish avatars
You are currently rated whatever your lowest category is, yes.
If you have a category at "Very Poor," you will be "Very Poor."
The fact the DEFAULTS are poor show how little this was actually thought through.
Yeah, it should be category based
My model that i use without anims is pretty optimized but has some active particles with high particle limit. Making me rank poor.
The defaults should all be the best rating possible
Seems bad
Though would clutter the ui
You know, to show us how it's done
i like it i but i think a weighted average of some type would be better :3
^
Adeon what did you resort to on 32k or bust?
Can I add the rotating bracelet with a cylinder and animate it in unity instead of blender? can I add additions to my avatar in Unity in general?
I had to reduce my polys and get rid of my tail wag
I'm not getting rid of anything
I'm not gonna actually USE it man, except maybe in public
as long as you are better than the system default avatars, you're good to go
I've said before, I'll say it again, things like audio source count should N O T be given the same impact on your rating as material count or cloth. Cloth is the worst by far, but they don't indicate that in any meaningful way. They just lump it with the rest.
Fifteen audio sources with 0.5 second clips are rated worse than one source with a 15 minute clip also
Lmao
@somber beacon Need I mention KingTodd

He had an audio track on one of his avatars
It was over 4 hours long lmao
It was just white noise
That was near inaudible
Checked most of my avatars on beta, mostly Good/Medium with a few Poor, no Horrible
The trainer model was probably around Medium at best
Bc of materials
Rating based on the TYPE of component and not how actively it's used (or how much it actually impacts performance) is a little silly regardless
Can't that be monitored at runtime? Can't people be given a rating based on how much processing they're ACTUALLY using on other peoples' machines?
map isnt public any more i got in here thru a portal on my friends map
But that would take per avatar profiling likely server side
you want to implemente a real time performance impact measurering system for every single avatar on the clients?
holy hell
I honestly have no problem with the system tbh
Yeah it's decent we don't need insane stats
the limits for Medium avatars is very fair
Yeah it's reasonable to get into good
@still perch Maybe not realtime
eh I'd love to see the db count be 50 which is max tollerated on public pedestrals aswell if im not wrong
Just remove most of your dynamic bones xD
But still a weight system would be better than this
It's just a first release dw
yeah
They'll likely improve it in a few months
i kind of assumed medium WAS the public pedistal requirement
Oh no im going to get flagged for having multiple avatars inside of an avatar
@still perch Not every single one, serverside. Instead, the client tells the server if a particular avatar is problematic, and if enough clients say that to the server, the user responsible is notified or marked somehow
is it not?
hiro no
it would simplify things to say "public avatars must be medium or better"
NEVER TRUST CLIENTS
^
Modifying a client to tell the server
Modifying the client is already bannable right?
ofc it is
"Hey this avatar's great
"
has a crasher
"Hey this avatar's great
"

Or perhaps if a user's game stalls, it measures what everyone's impact was at the time of the stalling behavior
So if one person is killing the server
nerver
Noticing uh... Unity's being pretty slow at uploading. Servers overloaded?
Server's overloaded, too much chair
Why are we trusting clients to upload things then. Oh, wait, this system kinda shows there's not much trust there either 😛
I jest
We'll have to see
Most crash stuff isn't related to avatar render performence
that's stuff like "spawn infinite things"
Or GPU attacks via particle systems
I've said from the beginning it's important to separate render cost from ... abusive avatar stuff.
This feature is about how well made your avatar is
it's not meant to mark crashers or things like that
As seen from the default avatars though, well made is subjective
Well if you can be better than the system avatars you're good to go
That's what I think they need to do, is my point
By the way
They need to remake the defaults
Or the system is just gonna look silly
All defaults should be Excellent
If some CAN'T be
Delete them
Don't set a precedent
Don't touch the child
If they want to have people gut their avatars for this system
They should do the same to their own
Only fair right?
I'm not gutting mine so
where is Material folder, guys ?
Most of them are only rated poor because of the multiple skinned mesh renders, it would only take a few seconds to set them up as a single rig
if you inspect their stats, they're mostly Excellent
@rotund bison it's hiding
except the skinned mesh / material count
@amber hemlock So then watch this NOT be fixed, and remain silly
Despite being easy
Isn't it better for them to be poor? that way you can say "hey, i'm better than the system avatars"
i know but how i can find it
@rotund bison Fr though click your model file
Like where you would click Rig
But instead
Click Materials
Click the first dropdown
I think if this feature was around on day 1 there wouldn't have been an uproar
And hit "Use External Materials (Legacy)"
@amber hemlock Making the defaults poor makes it look like they don't actually care about their own system enough to use it as a guideline, that's what I'm saying. It could reinforce people not caring about it.
this ?
Well, I don't want to put words in their mouth but i don't actually think they did care. they're just an asortment of avatars thrown in before VRChat got super popular
I'm sure there will be better defaults by the time it's out of early access
Yea
Well, one way or another, they represent VRC now
They represent the average avatar
That's what a default is for
I think you're overthinking it
give this two weeks after release for it to all blow over
Consciously yes, subconsciously no. People tend to interpret "default" as a starting point, not as a place to work backwards from
But yeah, we will see
All the edge case avatars with poor ratings that look fine are gonna be funny
what next ?
Just hit apply don't do anything else
alright
why there don't have dynamic bone ?, i'm already added. I'm using dynamic bone v1.2.0
@rotund bison
restart Unity and check that console tab
what's this ?

@rotund bison Are you using the latest SDK?
rip me lol http://puu.sh/CkVX2/5930902ded.png
Thing is loli that is the kind of stuff we are trying to find and fix.
what do u mean
Because they want no colliders, Very Good and Good is 0. Medium is max 4 colliders and 8 collision
Did you know you had that before?
i bought this avatar from someone
oof
yea...
Do you have the files?
yes
GG :>
Do you know your way around unity at all
I'd start by removing only unnecessary dynamic bone colliders
Any missing colliders will appear as a error missing on dynamic bones.
I'm animating an armband that spins in a loop but I'm having trouble with slowing down the rotation speed. tips?
shoot wrong channel haha
yea new avatar ranking not friendly to dynamic bone lol https://i.gyazo.com/12ed3a9b8381e318867d5e5897a69521.png
https://www.youtube.com/watch?v=W5-jt5ZY-R4JustIll post it here too I made a little refresher on two good things you can do I'm making a second one in a moment.
Hey there guys! My name is Alease as some of you may know Ive made a ton of worlds and avatars in VRChat. Today I'm showing you two main things you can do to...
one good thing about thing update we dont need destory the panties lol
Alease, do you know the mmd dance name she quickly showed in the video?
TFW You want to reduce 96 bones to 75 but your only options are hair and skirt
This is like playing a balancing act haha
Hey @wide breach ! The dance is Build our machine
oh, thank you!!
http://www.nicovideo.jp/watch/sm32097692 heres where the motion came from ^_^
sweet, thx!!
And?
time to optimize 80k polys, 34 materials and 100+ dynamic bones.
Material are not an accuse.
hm
And your folder look a lots more clean
animations UwU
After shotaryia's utility i kinda just got different mats (on my newest ones) for added objects that were added in-unity that couldn't be added via blendor
I probably won't touch my old ones though, especially when i don't even have .blends of ehm anymore, and ye olde legacy animations
i gonna merge my head into one Material and the clothes into one if possible
Manual atlasing is just too tedious for me, and i'm the kinda person that always got all their models to below 20k with minimal quality-loss via both blender and manual decimation
I've personally been using shotaryia's for now, I haven't checked the newer CATS's version, and my attempts of manual atlus have yielded monstrous results currently. 
But that's just my opinion of course
is it easy to do manual atlasing? Not home so i can't watch the video, also do i need to overwrite the fbx or change texture only?
i saw the vid on the list
just cant watch rn
Fbx needs an override, it's editing the UV afterall
ah okay. Hope it's not going to break.
poor ratings due to collision checks on most of my avatars
I don't dare touch fbx's anymore, somehow i have 50/50 chance of breaking it royally
Editing ehm that is
I have very good in all but the dynamic bones stuff
Yep, in any way shape or form
Also i manually fix all my rigs so CATS is out the window there
Doing things manually is definitively the way to go most of the times, you'll learn alot about the processes involved in it
I just like how you can have two things in the red and then your avatar is rated very poor omegalul
Hell i made 2 model replacements for L4D2 due to my manual knowledge
@vestal brook
Do you have snail marker? It could cause it I believe .
(There was like 1-2 tutorials on using blender for L4D2 models and they were beyond outdated, so i had to look at a 7-9 parter vid tutorial for 3dsmax and port that knowledge into the blender environment)
Which worked mooostly fine, with some minor setbacks
Welp
does anyone of you know why CATS plugin doesnt recognize all my bone parents so i can actually parant my bone chains?
The thing is, i never used 3dsmax, i just took what i saw in the video and assigned it to blender based on past experiences like bone locations, rotations, weight values and what should and shouldn't bend, etcetera
It took me roughly 3-5 days to get it to work
In a nutshell, source models are a pain in the arse to mod
But back on topic as i went into a looong tangent
They're even larger in Unity
@vestal brook Did you click on the correct part in Unity ? Or did reuploading fix it ?
all the materials! AHHHHHHH!
Aye, and you should definitively give it a try yourself in a game of your choice, it's so refreshing to add a sense of self-customization onto a game you love to play, gives it a whole new feel, be it a retexture, remodel or hell, even a complete audio modification of something as basic (or complex) as footsteps, and that is kinda why i love the modding communities out there
//the actual end of the tangent foh reals
I use moslly mobile asset.so they have 2 texture one for the face and one for the body. The cats do a good job.
But
Yeah
If your model have more. In that case manual are better
Welp, expecting an issue announcement on login issues soon
Usersouport is havin' it bad today
That or steam's servers be iffy
Yep... i know the feel well
It's like you work so hard to get something really going well on one point and the other points overshadow everything else
Do it
Atlasing is super easy you check which ones you want to be merged then press combine!
does anyone know how to lower the bounds size on the snail marker???
Things you can do in blender to optimize your character:
-separate materials and decimate individual items this will allow you to yourself under the poly limit and before you say its too many poly I cant get it below, I decimated a 500k poly mmd avatar to 35k no issues looks just as good.
-Atlas your materials, this is simple. In the drop down menu select the ones you want to merge and click make atlas. You now have 1 material instead of 20
-Merge your hair bones. So instead of having 100 you have 15.
I'm still astounded by models that even leverage 50 bones for their hairs, i only found like... two so far that i've ever worked with
No kidding
imagine being the person weightpainting it, that's a labor of love
And pain
no matter what you use 50 bones working with hair mesh is still a stink
I do have an example of one that might've even gone over that tho, the hairs were literally tubes of polygons to an exceeding degree of overkill
I'm lucky all the models I've rigged from scratch thus far have either been creatures or relatively short haired
that's icky
It had possibly anywhere between 10-15 chains of hair bones
Things you can do in unity to optimise your avatar in unity:
-Use shaders that are low latency.
- use ANIMATE PHYSICS not NORMAL on your script. Normal creates new bone physics instead of using the physics (bones) already pre existing. Learn how to use curves instead of high settings. Use 1 script on your hair. The easiest way to do so create a empty game object on the head, then break the prefab and throw all your hair pieces into it.
-make 1 massive collider instead of a million colliders.
Can't recall for sure
Did we figure out how to make seats?
Gotta get a seat on my model during a hand gesture
More than a script is fine, but there is so much as overkill when it comes to it, as far as resource-intensive i'd call it negligeble and will worsen hair physics or bound a user to specific settings to avoid said worsened physics
As dynamic bones pivot based on the root bone
https://i.gyazo.com/e83e7b5e26523d3032d044f211a49639.png these are the settings I use for free fall hair. I always break my prefab with the empty
I used to make root bones in blender for almost everything so I only needed one script, it's pretty finicky, sometimes it's good sometimes it just looks bad, placement is important
I don't really do it anymore
I tend to use 0.1/0.1/0.4/0.6 on most of mine, without any distribution values
as long as its added on the head and moved to the top of the head the fall should be fine
I'd avoid breaking prefabs just for that, but it is a way to do it
I use negative fall so it simulates it as it would in rl
hair doesnt stay still
gravity is the pull up
force is the pull down
hold up let me move her around
ya i combine all like like dy systems into root bones
Force pushes the bones in an axis, end offset sorta adds an extra bone in the chain iirc?
just duplicate the UV Data from its parent bone
I mean they seem to he familiar with gravity and force so they might explain it better
or even just dont use any UV data on the root bone
From what i recall though, both force and gravity can pull the bones up or down depending on positive or negative values
I tried using force as gravity hated me haha
Didn't work either, so now they both hate me
Huh
The more you know huh unity?
https://i.gyazo.com/60696ae4b5139e58678a35a4151be1ba.mp4 kinda I need to edit it for for this girl a bit
Neat
but thats the settings I posted earlier
Aye it looks pretty neat
play with your curves. Curves make it look nicer
Not too fond of it for most of my models as i prefer a more instant-return and maybe sway/bop before such but it looks pretty good regardless
Talkin' about the one previous btw
It allows you to set a sort of altering strenght value, kinda like weight painting but with 4 dials
Not on a per-bone basis but by a linear value in a sense throughout the start and end
An example of what can be done is having a very sway-y mid-section of a string and that string having a very heavy object attached to it, in theory you could make the stright move alot but keep the bottom relatively unmoved
Not the best of examples but my potato of a brain isn't cutting me any slack haha
Unsure, distribution is very trial/error-ish so i'd guess you'd have far more mileage testing the waters, but there might be some vids out there
I'm currently doing a video on dynamic bones I'll let you know when its uploaded
how do i upload a skin
i think i need to update it or something idk how thou
can anyone help me?
skin?
Probably means model
"Skins" tend to derive from customization in some games, be it mods or in-game cosmetics
So probably a model/avatar
yeah
Not trying to send you off anywhere, but you'll most likely get alot more help on the #avatars-2-general channel for such
If nothing comes of it, there are many youtube tutorials out there that will explain it mostly indepth made by the community
ok thank you ❤
so are we allowed to have capsule colliders on avatars?
I have no mesh colliders but why am I getting this error?
@sudden jewel
Wait mesh colliders are no longer allowed?
at least on new sdk
use capsule collider with cloth
@crisp bluff @pliant heart can you confirm whether capsule colliders are not allowed anymore on avatars or not?
you can use capluse collder
Or is it just the bug on new sdk that confuses capsule collider with mesh collider?
@halcyon vessel I did. I never use mesh collider themselves for cloth
but why such an error?
@teal juniper Type "t:MeshCollider" in your search bar above heirarchy
you have one somewhere
https://i.gyazo.com/2dea039b2867361c98bdf40255de027b.png mmmmk? I just literally counted the bones and theres 24 on the model that are being transformed I think your counter is wrong
IS there a new SDK cause I redownloaded it but my upload doesn't look like that. 🤔
@hollow fog I think exclusions also count in dynamic bones, so if you have any that might be why.
no exclusions
@hollow fog have you try'd using pumkins avatar tool to see how many you have to be sure
hand counted theres 8 bones in the chain
did you just update that avatar because ive notice it keeps jumping back and displaying the old stats when i update
fix's itself after a bit though
I dont know where its coming from
like
game object is the script
nothing else in there matters only whats in the script
yeah ok if that game object is your root only the children of it should be counted
where the other script though your stats say you have 2
on the tail but that only has 3
merge your meshes
yep merge them takes 2 seconds
https://gyazo.com/1c5a3868978ff6198b1716dc5b4c325d
This gives me a count of 30 in vrchat stats. The Highlighted being where I have the script at
but oh well
removed the end bone from the tail umm what
atleast its not as bad as this public one I found today
There was a 300k earlier
What the heck.
Mine are still under 40k
Jesus
And that's all without decimation.
most likely has a bunch of high poly props
Yea, the avatar had swords or something on its back
@hollow fog Does dragging your bones under a game object not affect them?
Parent wise and all.
It did but its calculating them as two bones
kinda a shame like to me it feels like its starting to reach point where its being pushed to essentially just have static avatars
It's 400 poly's of cloth. And everything else is green
So my avatar is just poor for 1 tiny thing.

Whatever, I like my cloth.
; - ; when you're just over 70k by a few hundred
ratign shoudl be basedo n weights not on exceeding one parameter
it should be but they know we want this, it's on the cannnyy
for example all green, 3 zellow and 2 red shouldnt be verz poor but average
basically some people aregetting "bad" transform counts due to multiple scripts on bone chains
Example: 5 bones in 1 hair chain. 1 script on root = 5 transforms. 1 script on EACH BONE (i see this a lot i do it) = 25 transforms
i have avatar with toggle that is 200k polys but is not ocunted in the stats
same some inactive elements are
bs
yeah my friend just did that
and beta wow, 8 h i bet they gonna push today
because nothign better than pushing before weekend /s
they listened to the community tho lol they as a whole found lots of bugs and lots were fixed
cloning feature is completely not needed
it woudl be better to expand favourities to for example 9
and give us gifting
why? my friends have been having lots of fun
gifting is good its been mentioned by them before actually
imo i dont like expandg favorites. it makes it harder for "bad" wrld avatars to leave rotation
New people coming in where the ranking system has always been around won't really care
That's the perspective I look at it from
people only hate it because it's new
Tags disagree
yup
I see plenty of greys and blues
and usercount is going up not down
it's almost double what it was last year
no it isntr
well veterans quit and russians with annoying music join.
the playerbase is rising.
@shut sequoia its green for scripts.
Is this still about optimization? :)
Yes, he said the ranking system will make people leave
average players for this month is 5k last month is 6k
i ain't block people for having a poor optimizing but others will do.
avg players this month is 6142.
also it depends on what time span you look at. from march to now we constantly grew.
5417 to 6142 is not a rise in players apparently
well your chart is different to one im looking at
im looking at offical steam charts.
If people are wiling to block over an unoptimized avatar, they probably were going to block you over something equally stupid/trivial down the line any way, not worth talking to those kinds of people.
where are the scriptsts @hollow fog
well your charts are different
They are saving you the trouble of getting to know them.
components are scripts
no i mean on your avatar
two game objects
well still gonna optimize
time to optimize my 10k poly Nikkei with 1 Material
so whats showup wrong? sorry iv been drinking and it got drowned out
its the bones but its counting the bones wrong
ok, so one script is on Tail and one is on Hair?
How is it counting wrong
colliders double the bone transforms of all affected bones.
thats correct behaviour
well
hand counted how many its literally counting 19 for 8
I see two kinds of discussions here.
Discussion 1: "Oh my god we get sent to Very Poor just by using a few dynamic bones!"
Discussion 2: "Oh my god people are going to block me for being Very Poor!"
any collider affecting a dyn bone will double its transform count
I assume the SDK always reporting 0 for dynamic bone stuff is a common thing
the ranking system discourages me from making animations ever again
it should be counting 16, for one
its correct behaviour
Yep
@shut sequoia 2 colliders bud,
its also counting 2 coliders but theres only one
oh ty
it's almost impossible to keep a good animation under 4 meshes and 4 materials
OK benci I got an easy guide so watch
well that's true
Make 1 avatar. Duplicate it. On one, do all the animations
you really only need one material per shader. atlas everything else
on the other, don't. upload them both. one for publics, one for "showing off"
^this is what I do
Ive got an even easier guide, just make it and ignore the rating like 90% of people will do now.
that or ignore the rating yes but if you REALLY care lol
already for one particle system you need 2 Materials
The rating per se isnt a problem, people are making it a problem tbh
its a meme
i only care because if it's poor then people will block anyways. no point of having any animations
OK so what? Make one WITH the showoffy stuff and make one WITHOUT it. E Z. CTRL+D in Unity, you're welcome
@celest grail nobodies gonna block shit if they have poor themselves.
ok then give up after being given a solution XD
Do yo uwant to show off? then show off to people who care and want to see it
those that dont wil lblock you either way
this is the same discussion that people had when the trust system came in
i already have 2 separate avatars
yeah im actually done even though ive said im done like 10 times
closing discord GL Sai ❤
What people think ranking is like: "Oh my god, you are using 5 dynamic bone colliders? I'M BLOCKING YOU!"
What ranking is actually like: "Lol, this avatar makes me very poor just for using 5 dynamic bone colliders. Look at how silly this is"
cya mic
👋
very poor for only 5? 😐
or you know they go oh look its this avatar causing the lag cause its set as poor yet it was actually that excellent avatar using a shit shader
depends on collisions, it's just an example
the system is bad when it doesnt even pickup some of the biggest fps hitters
like i could make a ball with fur shader on that lags people more than any poor avatar
a crasher could be excellent
You cant analyze shaders, they get compiled on runtime.
I have a few green stars in my collection but it's always stuff without any dynamic stuff at all
and thats where the issue is
Then you can still turn off their shaders or their avatar and not instantly block the whole person
So? You get an icon displayed on your nameplate that no one cares about.
so now what would be nice is a replacement for dynamic bone that doesn't use dynamic bone 🤔
Nothing is.
there is no replacement
You can try rigidbodies but ur not gonna get a good result.
clothes component
dyn bones is the only whitelisted script.
they would rather us just have static avatars
but we'll see how it turns out. i didn't like the trust sytem when it came out but now i kinda like it
it counts rigid bodies
let's hope they tweak it a bit
I get caned for my one rigidbody which is only there because world space particles don't work without it
you are suppost to have 0 rigid bodies
The main problem here is people are saying the system is bad because they can't use it to judge other people's avatar choices. You aren't. This is just some feedback for making good avatars. Just because it's rated good doesn't mean it's ACTUALLY good, but if it's bad, it gives you steps to improve it.
if IKFollower ever gets fixed 🤔
people
dont
care
about
ratings
ingame 
@velvet spoke I'd pin this if i could
Everyone acts like there's people out there gonna block "Very Poor" avatars. These people do not exist. The ones that do are just nutters.
The system is just a hint for where you gotta look, not an auto block, calm the fuck down dudes LUL
If you get blocked by your performance rank its the same ignorant people that block for rank back with the trust system
I think it's true that people don't care about it, but right now it's a meme so people are bitching about it
just block those idiots and be over with it.
in a week nobody will probably be saying "optimise your avatar" anymore
someone that sorts people after performance ranks is not somebody i wanna be friends with anyway
^^^
Some of the system avatars are rated poor for crepes sake, no one's gonna care
it's hard to diagnose my issues anyway because the SDK isn't giving me the same rating as the game 😐
my issue isnt with the stats system itself just it needs working on. the whole it not picking up everything disabled needs to be fixed, also it needs a weighting system which i dont understand why the "open" beta wasnt even for a day leave it up for a week or 2 then release it with fixes after christmas
If I remember correctly their doc says that it's nothing final and it will be worked on it and changes will be made over time considering reviews and stuff
tmw the cause of having "Very Poor" is because of the christmas decoration you put on your avatar
in the meantime it would be good if the counts in the SDK at least matched what happens in-game 🤔
is there a pending SDK update to fix it which hasn't dropped yet, perhaps, but it was fixed at the last minute for the game itself
Personally I kind of wish Secondlife had stuff like this ages ago
I feel like I could aim for Medium for my main but at the moment the path there is a bit unclear
though I have determined that I could cunningly clone dynamic bone scripts and reduce collider interactions to only a few places
Jupp, this is what optimizations is for, though colliders only get you to medium, but that is good enough for most
I don't think getting it to less than 8 is practical though 🤔
Put in Blender. Merge meshes. Export?
I would add ears and try optimize the tail to only have a few DB
3 max
Ears for interactions 2
With 2 colliders thats 4 interactions each ear, thats 8
ears and tails both seem easy, it's things like normal hair which are trouble
Ye, but hair is wonky from the start
especially when you have a fringe and you're trying to stop it going through your head
Just try to find an good curve in the scripts
tried
really what I'd like is "dynamic but only moves in one direction" or something
You cannot fix it based on running, as the speed is inconsistant
So fix it based on normal head movement
Dynamic bones should have an axis setting?
Ye, but it is not the best option as you cannot add more than 1 axis
that freezes the axis but what I want is it moves along all axes but not backwards on Z
Ye thats the problem
so the hair can move away from the head but not inside it
it would still look wrong but it might be good enough
You would like to isolate 1 direction
You should have an option as joints have
They can have angle of movement
it's too bad I can't do it with a joint
joints themselves count against performance so I'm not sure I could
But rigid bodies would anyway pull you down
yeah
and that's fair because as far as I've tested, real physics does perform worse than dynamic bone
Yep, though dynamic bone is mad also, its all based on how much the bones move of poligons
So if it is low polly movement then dynamic bones wont hit that much performance, but will still require calculations
skinning costs no matter how many of them are affected by the dynamic bone, surely
what I found with dynamic bone testing was that a bunch of the cost was in maths, and some significant % of the cost was in unnecessary object construction
so if they were more conservative about constructing throw-aways, it would run faster
They are thinking of ways to reduce the DB script hit, but who knows how to reduce something that need to be simulated..
the throw-aways are a good starting point but once you chip away at it a bit by removing those, you're left with just maths
that's one option
Tight now its standard 60fps
too bad doing that won't just divide my dynamic bone performance scores XD
I think I figured out why the SDK can't count the dynamic bones anyway
there's a bit where it does some reflection to get the dynamic bone classes and fields, and it looks like it fails to look up the last one because it doesn't have the generic parameters that they expected
collidersFieldInfo.FieldType.GetGenericArguments().Single() != dyBoneColliderType // false
collidersFieldInfo.FieldType.GetGenericArguments().Single() is DynamicBoneColliderBase
dyBoneColliderType is DynamicBoneCollider
You could hit them up with an update of your finds.
it could be that I'm running the wrong version of Dynamic Bone. I'm on the latest one and maybe VRChat isn't
fixed in my local copy and now it shows the counts. the counts are wrong, but .. aeh
1 night of vrchat and im shook at the material count on all most of my friends omg
use quad
Use an unlit shader, ofc.
i think it's going to be the norm to have poor/very poor ava
and hopefully people don't care too m uch, as most ppl don't understand what the numbers are, or that the system is informative and it takes the WORST and not active
i would even say, misinformative system when displaying rank
same ^^
you can easily get into public world limit with 50 dyn bones on ava
everything else is at excellent or wth it's named but the dynamic bones takes me to poor lmao
long hair can be done into 3 bones, short hair needs 1 bone (they usually are 2-3)
u can make that into like 5-7~
people won't really care about the performance ranking except the normies
i've personally removed all colliders, cuz they do absolutely nothing, you maybe use colliders 0.1% of the time to touch your stuff, if coliders are used to stop clipping then ppl are doing their values wrong
but then again, I stopped caring about hair clipping long ago
my hair values that I use now do not need any colliders to not clip, as for long hair - really who cares..
i can careless about peoples dynamic bones but the fact that we can see ppls material slots is shocking and cant be denied
i think 80% of the ppl i ran into toniught were 20+ material slots wtf
even my own friends
well, majority do not do any optimization, NOBODY cares about it, it started changing with public avatar world rules
ppl who come to parties with large amounts of ppl attending are using 20+ material slots
and not only material slots, but also multiple meshes active by default
when ppl dont know how to use blender and slap some shit on in unity
im not aware of the implications of multi meshes but 30+ materials is just str8 un acceptable
https://docs.google.com/spreadsheets/u/1/d/e/2PACX-1vShHzuZzQwULCu7KmWFGMj640oNRYH-M_N1BD30nRF5F9eqGYcLF0E-CTf48RE8qzAzDmv9eqJsdpma/pubhtml?gid=1122762578&single=true is kinda getting better, but before it was ALL YELLOW
You also have to be aware that it (I think) will count materials on disabled objects, so an avatar might use an animation that has 10+ materials when the avatar might otherwise be considered optimised.
Well i highly bought ppl have animations that require 20+ materials
Fair enough I suppose, I also don't really expect a lot of avatars at party events to be carrying heavy animations either.
see this?
it's for this avatar
it has 8-9 materials, 4 dynamic bones , one collider and it's under 20k
G G devs
"poorly optimized avatar" sure
Nice let's kill this game :)
and no i'm not gonna atlas it, it's just gonna ruin the texture
i'm just waiting for one person to tell me how unoptimized it is
actually new version of texture atlas doesn't ruin the texture anymore
i literally did it today lol
what did happen?
sec lemme find the screenshot
meh i can't find it lemme reopen unity
@spring girder
Is it world?
pretty sure there shouldn't be a difference
or what, is it ok if it does it on worlds?
well doesn't happen to me and idk what exactly happened to you. i'm sorry.
did u change the textures settings in unity?
@cosmic scaffold atlasing avatars does not visually change the avatars appearance in any way. Neither does reducing the materials, both of which are why your avatar is poor. Not doing this makes your avatar worse than it could be and reduces framrate for those who see you. I don’t know why you think the rating is unjustified. Unlike the real world if you were a content creator for a game company, You are free to use the avatar without making it better. I’m not going to tell you to fix you avatar, but accept the rating.
can try changing max size, higher quality compression
@amber hemlock what if i'm trying to make something different? instead of the typical one mesh basic avatar? i'll just be blocked because it's "poor quality"
Then make it but have one for public and private worlds
Most people dont want unoptimized avatars when making new frineds
why would i want to make my avatar public?
Not public for public channel
m8 i literally have done 3 minutes long animation in public worlds
He meant an avatar YOU can use in public and one for when you are in private worlds
Animation doesnt cause lag
If you get a backpack
Fill it up with 10 Kilo (base game)
Add two more kilo and its nothing bad (your avatar)
Do that x20 for a public world
Congratz you have a back pack you cant carry or also known as a game that laggs
Reduce that two kilo times one or even 0.5 and its better
The direct effect is still nothing- The larger sceme
is*
Particle does light does and material does
particle animation i mean
dude pls, literally no one ever EVER complined about lag around me
even when doing particle animations
because some person just ignore you, block your avatar, or go somewhere else
Stay in your own bubble then my dude
I cant even think of another way to explain why its bad
it doesn't mean it's okay
this is gust us beeing restricted because they don't wanna fix the game's issue
i can do atlasing whenever i want
but i'm not gonna make my avatars look simplistic as hell just cuz ppl will drop 3 frames
Please explain what game parts are unoptimized then?
oh boy that's a list, API, the bullshit CPU and many more, lemme see if there's a list cuz i feel like someone made one
bullshit cpu = the number of material exactly
Well- Throw me that list once you find it as most of those are just lose words and not systems beside the cpu
it's making drawcall
Also- Make sure tis up to date
Past updated changed an insane amount of stuff from the game
hmm so weird tho, how come there's no lag in lavander tho?
Is that a world or what?
no it's another vrchat-like game
and it is already able to handle more then vrchat while it was made by 2 ppl in only 4 months
I legit cant find anything online from it 😂
well 5 now i think
because it's a private one
as it's still beeing worked on
it's a discord
you want an invite?
Not really-
And tbh if its still that early in development with a low hardcore user base ofcours optimazation isnt a 'problem' there
Vrchat had the same thing 
we imported the same "laggy" models from vrchat in it
back then vrchat didn't have those models
Those models
What is those?
Also im still waiting for proper parts of the system beside api then thats bad
Because cpu isnt a VRchat system so far i know but a computer part 
the animatiors and stuff
Soo everything thats on user sides?
you have to aware that unity engine isn't well optimized
Dude i build robots-
I know what a cpu is and how they work
unity engine is pretty optimised, stuff people make in it .... not so much
Lets ask it like this
What system does lagg, Does the voip system they use cause problems?
There world networking? The IK tracking? Nameplates? Menu systems?
how are world reviews handled in relation to the avatar rank system? will a world be denied if an avatar is medium or poor rank?
dude i don't even know what to say anymore, you go complain about your 3 frames lost imma go and have fun making models
i won't be restricted just cuz they're lazy
@vocal talon Nah. though if you don't do a bypass of poly count it won't block you. just inform you of your avatar and how it is in performance
yeah the world won't be denied unless you wanna make it public
cuz then they'll have to see the avatar
"don't do a bypass of poly count it won't block you" I;m confused by this
what do you mean here?
like increasing it above 70k?
if so, thats not an issue
i mean see, that i don't think it's needed
@cosmic scaffold Great argument insulting my PC instead of being able to answer a really simple technical question
Atleast my avatasr look neat while being the highest rank optimized and my game runs a neato 90 FPS pretty much always 👏
cuz 70 already seems pretty normal
I have an avatar that has a poor ranking for bones
so just curious if that avatar would cause the world to be denied
@wary relic i can just imagine that avatar
lemme guess did you do a headswap from deviantart?
It looks just as good as anything 😂
do you have any blush ? or does that hurt your frames too much since you have to make it 2 materials?
Thats all part of one material 👏 Combining sutff and not being a retard in optimazation aint tooo hard if you ask how to
and tbh i dunno why so many ppl complain about lag, literally don't even have a vr ready pc, cpu and gpu wise
@vocal talon I think there were some rules for avatars in avatar worlds now. don't remember
and never really had any issues
sure i'm always around 45
but that's normal for me
VRChat can lag like crazy regardless of the PC, try joining a public Pug. :p
i do, i'm always at 45 frames
As i said- I run 90 fps 24/7 right now
But its legit retarded to have 200 transformed bones or an avatar with 12 materials
that is retarted yes
I can shovel you some old old aproved avatars (or go into a room with 20+ people wiht all full body avatars)
And your pc will cry bigtime
Then use a properly optimized avatar and yeet 5 more peeps into that same room while having stable fps
Why 9 materials though? 🤔
and having my avatar beeing very poorly optimized
Can you not atlas that to 1 or 2?
4 bones or 4 transformed bones
dynamics
Also- If you had just that it would be medium optimized
it appears as very poor in game my guy
So you got more then just that or your lying
And 4 dynamic bone scripts or 1 script with 4 bones... Thats what i am asking
Then check why its poor... It legit tells you
To be fair, right now any dynamic bones on the avatar make the avatar 'Very Poor'. 🤷
Maybe Cloth performs better as it's integrated into Unity?
@last light Cloth is even worse- Rather use bone then cloth
Something better than Dynamic Bones would be ideal. 😅
cloth will literally create a rank under very poor even if it doesn't exist
Great. 😅
Wrong Curt lol
^ :p
And the first drop down of dynamic bone is with 16 bone transforms
And you are still good then 
32 transforms and its medium
sorry!
tell that to the system
Colliders count so heavy because they act so heavy
Tbh- Only reason i would add you right now is to instantly block you after 👀
lol you don't need to add me and idc if you block me since i don't know or play with you
you can send a pic here
or is it private?
@wary relic How does this make you feel? (Mine) :p
https://i.gyazo.com/c1514eb5c3be19aa4256f1190c4c629f.png
all the dynamic bones.
but wait, what are your frames?
Why would i have to justify myself towards you?
And im not home anyway right now so even if i wanted i cant?
I am not the person porting avatars from deviant art for money here
@last light Fairly sure you can cut out like 60% of that if you even tried...
Daaaamn. that is alot of bones
HAHA funny you say that since i don't port anything
@wary relic Oh, totally, I only just saw it. Working on it my guy. :p
only the body and face are from devianrart
rest is either made by me or from games
how is the collision check calculated...? also i have 38 transforms and thats rated poor. u serious.
I'd imagine it's update rate related. @ashen leaf
Then you wrote it fairly odd on ya website atleat how i recall it then
but don't bother with the dynamics
Higher update rate, the more often stuff is checked.
Was it collision per rate? dunno how they calculate
@ashen leaf combine two bones and your right into that medium rank
@wary relic read the date for that :""")
total bone that can be collided with
@ashen leaf just make sure that at least materials are ok, so they won't cry about it
@wary relic Maybe you can help actually, when I have a single dynamic bone component on my avatar's head, it screws with the eyes even if they're excluded, any suggestions?
don't let them ruin your physics
That's why I have so many components. :p
literally have ears (4 bones) + boobs (4 bones) in the collision
@last light You want the hair to move?
If so make a second head bone- Combine all hairs to that and make sure that second bone aint weight painted or anything
Then just apply it on there
Just add the eyebones as excluded in the component
I dont use dynamic bones myself as its unneeded for most of the avatars i use (Handy using boy avatars)


