#avatar-optimization
1 messages Β· Page 33 of 1
It just kinda made the eyes go weird directions sometimes.
Everything but hair was excluded.
@ashen leaf as i said, don't listen to them , at least when it comes to colliders
material wise they are right
but don't let them ruin your dynamics
its hilarious. they need to adress this
Its hilarious some avatars that people use
they won't because of ppl like oclac
Ow? Since when am i for most of this system?
ikr, some things are so fucked, BUT HEY, THEY'RE OPTIMIZED
Its awesome you know more over me then i do
!?
Cool!!
not you , i mean ppl that are licking the dev's ass
Mind telling me how much i love the ranking system?
like you are
πΏ
me licking the devs ass?
My friend- I am hated bigtime by most devs π
@warm bluff same
Give me some of that stuff you are smoking as its apparently amazing
it's funny because you think you can change my mind
sure material wise i get you
like literally everybody i know is rated poor cuz dynamics. very cool. oh well. guess im just gonna wait and drink some tea before bothering at all
No one is asking you to though
Sure- Math wise dynamic bones are the bane of VRchat and the core reason we cant have 30+ rooms anymore
@calm spade the game's system is :""")
How so ?
your particle will be ok unless if you turned it off by default
Does it prevent you from uploading your avatar ?
The only thing they should still fix game wise is Nameplates performance wise and properly adjust some settings on the system
did you see up that the small ass avatar with 4 dynamic bones and 1 collider is considered very poor?
Does it block you from Public instances ?
nope, not at all, i just hope it doesn't block me from ppl that take this system seriously
The point is for others to have information and let them make a choice, it's not about you, it's about everyone at once
I'm just afraid of this system tbh. as if i go into public there was a big amount of people blocking me just because of excessive bones I'm working on removing/merging Q_Q
which made it very poor
i mean, i would understnad when you're talking to someone with a grandma pc that's trying to play vrchat, but c'mon now, this is literally a vr game
If you want to have dynamic bones, it's ok, but because it'll hinder my experience more than regular avatars, I'd probably hide it that's all, the users who want to see your wiggly ears won't
@lament oar If its that much of a problem why not make a lesser version for big public worlds and a smaller one for friends?
which idm
Yeah, especially because it's q VR game performance is important, and dynamic bones are bad
Why are rigid bodys treated as physics rigid bodys in the performance checker
@wary relic already working on it. was just scary how people reacted after i have been using it for such a long time
oh hi crimson
We're giving you options, and giving everyone options depending on the options you chose to go with, so it's not about your avatar, it's about knowing what's going on, trying to educate users on performance with avatars
@calm spade Is there no alternative to dynamic bones? To achieve a similar effect on the likes of hair, but without such a heavy performance hit?
Numbers are subject to change like we said a lot of times already
but anyway, the thing that bothers me isn't that ppl will hide my avatar because most ppl have that by default anyway
but heres the thing giving out this information without actually explaining what each thing means to playerbase is poor. the whole system is a somewhat ok idea but overall the implementation has been done poorly. a weighted system was needed before it ever went live, it seems very inconsistent in that some avatars it picks up inactive objects and others it doesnt.
@lament oar I think most people are way to unknowledgeable to block people when they see extremely unoptimized (If its for example because of Bounds Size its REALLY stupid to block them...)
At the same time- Only now i can block those 500+ dynamic bone transform avatars and maybe go with 30 people in a room for once unlike just 15 and then people start complaining about lagg
what bothers me is that ppl even tho they're in a game where' you're supposed to meet ppl will just block you because they think of you in some way because of how the game is
It's just a meme atm
@agile gust They made a full documentation post explaining all parts though....
There is no alternative be ause what it does is already tanking performance, there's tricks with weight painting and animations, but dynamic bones and colliders will make it bad regardless
but don't fuckin block me because you drop 5 frames
Thats a human problem Zuku
Its why i really dislike the color on the nameplates myself
But its not the system being wrong-
If a avatar makes you drop 5 frames @cosmic scaffold that's kinda serious
@wary relic actually some guys can make trick by hiding their script with animation so, even if it's green , they can be fps eater.
but sometimes you have to change the system because of the players
@spring girder Wont have to tell me about the exploits- And that one is being fixed soon anyway
nono, the thing is, i'm saying the devs are bad because they do this, i'm saying that they know how ppl are gonna react to this
and so basically this game will not become a block fest
@cosmic scaffold if u have above 100-200 dyn bone transforms, then you should reconsider it π
Why would you block someone, when you can just hide their avatar ?
i don't lol
Btw are the avatar optimization changes going to made to world avtrs?
it will be good then.
@heady smelt Worlds already had a max limit on avatars for a while
@heady smelt there's already rules for public world avatars
i don't block someone unless they annoy me
You're the community, everyone here is
I guess the world avatar optimization target is Medium rank.
all of my world avatars are either poor or very poor due to system taking the worst case
well any new world has to follow the guidelines
Dunno. but people forget that function to hide avatars. that is why iΒ΄m going as user as most people seems to have that rank and lower hidden
the problem is, people will just block you instead of hiding your avatar.
Exactly, so no one is going to block others because of performance is they can just hide stuff through the safety system
that's the issue with this game
well If I have performance issue, im gonna hide some avatars,. not block.
Then why not make a canny.io explaining the UI might have to change to promote blocking avatars more then blocking users?
i got literally blocked by 20 ppl because i had my oc avatar with a nikei costume
like m8
i like the outfit tf
actually turning off whole dynamic bone will be better, there's no such feature yet.
So you're saying people do that regardless of the systems
ppl do it based on what they know about the game
Or regardless of performance
they see a custom nikei and they say
"oh it's a crasher"
they see very poor performance even tho they're not lagging
block
i block every rimlight user
several people are typing...
Yes
wait, if it's very poor, the're lagging.
@safe swift which is stupid, what if i just like the shader?
Crashers are a touchy subject. π
@cosmic scaffold i don't care m8
i have that shader, i like it
People warned the administration this would start a witch hunt
And here it is
I have seen good avitars with a star nest shader and that lags worse that 50 bone tramsforms
it gives a cool effect
@spring girder Not always true - There are plenty of edge cases with now with the current system
but now ppl like yuumi for exemple, would block me
why? because i like how a shader looks
ppl with rimlight avatars either are crashers, have cancer screen fx animations or loud audio in general
When Ever I see death gun avtr near a group of trusted users I block
^
i never want to see them again
Btw is it bad that uneducated block happy users block you though? Aint that kinda a neat thing?
Cause those are some gangs shit
All you had to do was put in an option to turn off dynamic bones
@plain coyote Agreed.
You had it where it was culed at range
SEE, NYUU IS RIGHT
Used to be a thing
That's much more complicated than it sounds, if it was a simple button, it'd be done
^
"it takes a day to make 4head"
Well then aim to make that happen
i mean if you can do it for particles
@calm spade Just hire more devs :^) Ezpz
why not for dynamics?
Runic you have it set where it's stops animated at a distance
Because they're completely different systems
@cosmic scaffold Dynamic bone script and particles are YEARS appart though in diffrences
but surely it's possible
sure it may be difficult
but it's still better then restrictig ppl
It should in the theoretical sense
:3 in house db script when β€
Sure, but right now you have this systems that shows you all the information you need to know about someone's avatar
the game is in EARLY ACCESS people
Ya and it's starting a witch hunt
If progress is made on dynamic bones, numbers will change
you forgot "and you will get blocked because ppl that takes us too seriously"
not everything is going to be there , things are ACTIVELY being developed , the shit doesnt just happen over night
i wasnt a fan, bt im not seeing huge issues tbh
gpu dynamic bones when
@plain coyote Nyits a meme atm people are not lynching yet
@wary relic ew no
Yes
we need another system
They are
just regardless comment passing by
i was worried tbh, like bigtime
i dunno what others are out there tbh
Really Nyuuu
i mean lemme be honest
but its looking ok
80% of the ppl won't care
Haven't seen it happen yet
@cosmic scaffold It would allow you to use all your stuff without being even badly optimized... Gpu's cant handle calculating like that though but they have a lot less performance hit within this game right now
the knuckles avatar is 'excellent'
true
People want to stop play because of this
let's bring back knuckles
REALLY HAHAH
theres problems in weighting, but theyre not asbig as i thought
i won't because fuck it idc
i can still upload it
and my friends don't care
so why should i?
@plain coyote People have been claiming the game is dying thanks to updates for the past 5 updates...
And people have been claiming they leave for the past 7 by now...
they said hthe same about trust zuku. numbrs still grew
trust and this system are two uncomparable things
Ya but people can only take so much
trust says nothing about you, while this is misleading
especially when it displays you as very poor
This is a big argument
due to some silly stuff
This is different
i know yuumi, im saying people talked about others quitting
big panic, sky falling
dude literally half of my favorites list stopped playing
The trusted system was a small argument
I think whole problem is that you put everything in at once. It's hard to optimize dynamic bone. but material? is quite easy now. the first update should have been about only materials.
no
those ppl shoul dunderstand that poor/very poor is going to be the norm
This is an elite problem
trust was HUGE
Wheres Veteran rank
dude i was here
People who think there an avitar god
that's just beeing an asshole
trust was an issue only due to Veteran rank i think
IKR @plain coyote
Trust was honestly more toxic then what has happened for now
War... War never change....
@safe swift Name plats showing the ranks are also dumb imo
makes it still easy to target users 
trust was a bigger shitstorm than this as far as backlash
why not just make it that everyone can color their own ?
Wouldn't say so
I like my avitars looking as real is I can make them
Not stiff as a board
trust was much worse than avatar rank
this is nothing
@plain coyote You can still do that
@plain coyote it's not rly an elitist thing when the current system picks the worse and displays you as that, it's outright misleading and most people do not understand that it'sonly misinformative, or which numbers actually matter
@calm spade that's not the issue, the problem is that ppl take this type of things too seriously
With only one colider
The users who care will, the ones who don't won't, that's what the system does
so we will get blocked for no reason
ranks =bad but stats=good imo
^ i agree
"These warnings are non-blocking for now-- in the future, this will change"
for now...
it would be alright to display very poor only if you go above certain limit
ppl will be blocked, as i said, this will become a block fest
Wew, first time seein' opti run this fast
blocking to upload I guess
just remove or average and weight ranks and we`re gold
You're already assuming everyone will block you because of the poor performance, if your friends start blocking you then please let me know
to be fair people who instablock because of a poor avatar are probably people you donβt want to interact with in the first place
bungus ilu
ily2
@calm spade what if i wanna make new friends? aka the entire point of this game?
well, you getting blocked also can lose your trust rank though
while thats true, if getting blocked didnt lower trust rank, id be fine with it.
yuumi, thats hard
@cosmic scaffold Cant you then just /not/ use a overly polished avatar if you /realllyy/ want to make new friends?
Hundreds of blocks dont affect ppls trust
If the room aka the pug 50 fps
20 people 25 fps
Name plates off 30 fps
@cosmic scaffold Then you'll interact with the people who want to see your avatar, which there is a ton of in a lot of worlds
oclac i swear to god
I got some badly optimized fancy shit for private worlds 
I dont pull that stuff out in public because i want those 30+ user rooms
inb4 update removes nameplates to increase preformence
I'd like to be out of 'Very poor' performance, but I don't think it's possible to have hair physics and be out of it. π€
I mean, you need some colliders to stop hair flying through the body, and any colliders added is too many.
dude if you show me your avatar and it's like some nanachi or some shit like that i'm out
@plain coyote Nameplates are a big performance hit indeed-- Its retarded imo
and there you go curtis
Its an MMD- Il tell you that
@last light adding colliders to stop clipping is stupid in my opinion
see there's the issue
Honestly Nanachis are big no no's
@safe swift How do you solve it then? π
you dont care about it
@wary relic ( fun fact nanachi is an mmd model)
lol my friend does great fbt doa girls
Each new plate color is one draw call and the block or enable icons are another
still "good"
I guess so.
if u want for hair nto not clip through head - use better values (3rd value 0.95)
I more meant as in the default len base
I kinda liked having the hair fall down, but that causes an insane amount of collision checks to not clip through the body.
I'll experiment a little. :p
oof, ok i can tell what it is then
Chad game models>Virgin mmd models
NYUUU knows whats up with nameplates and why they are right now the most retarded thing in game π
Wait aren't nameplates particlee
either particles or planes
Planes iirc
I have a few friends we tested this when it came out
oh ruubick
Vrpills*
Name plates are stupid keep them green and just put the rank name on them
unopimized because of standard shader instead of using cubed
my friend is still able to hide stats
Standard I'm pretty sure is more optimized than cubed
@cosmic scaffold. So. Very Poor avatar then? Lol
Also cubed oils bad don't use it
yep, sorry m8 but that's a block
yall have the avatar id but idk if you knew its still broke since one method was fixed
Standard is the most optimized I'm pretty sure
Cubed shader is a bad shader compared to standers
i know i'm just making a joke out of it
Exactly ruuubick
Why is Cubed a mod then?
kinda like how it's gonna be when you'll see that most ppl won't care about this
Standard shader is awful though
By luck
Nah if you have normal maps and occlusion
Standard is good if you have the right maps
Yup
that moment when you go on deviantart but your remember that you make male avatars
Just takes more work
Tfw I have all jojo models
I still cry when i think about some dude realeasing his fur shader- That stuff was soo laggy for most π
or you can yoink it and test whenever youre working
YOINK FHDBC
Never use fur shaders
@wary relic wait wasn't that mirlynn or lindesu? lol
That is a lagggy shader
you don't have dynamic bone, cartoon shader, then.... why do have to play vrchat? lol
@cosmic scaffold Tbh i have no idea by now
I try to forge these things as fast as i can
But fiarly sure it was one of those two year
hey guys look, it's a good looking male outfit!
Xiexe is superior
oh wait, it's a game rip
Why it in A pose fool
Good male stuff on deviant art- Nice meme zuku
Epic
thing is, there is good male stuff on deviant art
but it's either a game rip
or it's not for download
that's why i'm trying to learn making my own things
@heady smelt no i didn't, i had to redo it myself
and like, 90% of the parts are not for download either so i used game parts and my own made things
Epic
So, I'm at 'Medium' rank now, that's good. π
Removed all colliders, stiffened up some bones so they don't collider, excluded a bunch of hair so only really the top moves, but it looks fine. :p
I'm genuinely curious of how poorly optimized my avatars are now, i wonder what i'll get...
Leanin' more towards poor most likely since the last system also hates me
at this point i ain't even motivated in doing particles
cuz literally no one will see them
I haven't made a single avatar in possibly a few months now, since i'm perpetually stuck as a known user
@marsh trail Uploading more avatars/worlds normally helps you get out of that though. π
Though spam uploading doesn't count I believe. :p
Curtis, i got over 50 clocked in uploads, all days or weeks appart, the system genuinely just hates me
For some reason
Are you getting blocked in game often or something? π€ @marsh trail
Though I guess no one really knows what affects it. :p
Nope not blocked at all either, i'm fairly friendly aswell so most if not all people tend to not have any issues with me
This is going to be a shit show for the next 2 weeks
Most likely
And people where getting along now I'm not so sure anymore
What to see something interesting
1second
The beta was only in beta for less than 24 hours, so I'm honestly not sure it was even worth doing an open beta. π
Screenshot_20181221-075250.png
@last light it was, and before that it was in closed beta a while.
Thank you very much
No pt
In terms of the avatar performance stuff, I feel like everyone hates it because we're going from 'Free to do anything' to 'Free to do anything within reason'
If they'd had this performance indicator stuff in before VRChat got so big, maybe people wouldn't care as much, because it had always been like that.
The reason (if that is true) someone would say "we need to push this NOW" is not because of beeing concernd about vacation but simply when the offices close they close.
This isnt a free time hobby game it's by a company and these usually dont open during the weekend / holliday.
It's Ron he did it last year aswell
And remember how that turned out
Tupper had to pull him out of it
one can question wether or not it makes sense to push a patch that has deep changes (ik system) before holidays.
But if that was decided then that statement is correct.
It could have waited till after the holiday
what with all these bound size issues.
the original SDK shouldnt have allowed that to be uploadet to begin with 
Meh
So what if the avitar is to big or small
That should not matter
But apparently it dose
Actually.
Decreasing your bounds is possible but i think the system calculates the actual bound limitations
One of my avatars was showing for a moment 300, and then went to 0.3 on it's own.
It can happen.
Size does matter depending on how you define optimization
its not just performance nesseseirly
Bull
but also fitting the enviroment
@still perch Fairly sure one of the devs said the bounding size did effect it a tiny bit
And poly don't count
Lemme dig it up- unsure though so dont quote me at all on this
Actually I had noticed something interesting from 1 of the models, I got from one of the old games from 2000 year.
all bounds are fucked up yesterday they were normal i think the ranking system is just trash
It is
Eh cant find it so you fella's where prob right as i cant be assed to look for who claimed different
dont forget this is the first implementation
Bounds define the area in which a model is visible, if you can see the bounds then the avatar is drawn, if not it is not, the only plausible performance intake would be a constantly visible avatar
poly are not pointless no
In my opinion Audio Sources is kinda weird approach.
We have been over this paul
Because I prefer someone having 8 audio sources but low size.
if your avatar bounding box is huge the game doesn't cull it. Culling means if it's not seen in the direction you face it doesn't render. If it's always visable it's rendered when not needed.
Than having 1 single audio source of 50 mb of songs.
Bounding Box isn't really a big issue to modify.
@plain coyote forgot the bound size on it
A 500000 poly avitar dose not effect performance
It does though
And has been tested many times
alone in the world, or with multiple of those
Polys matter. The difference between 20k and 40k isn't very high at all but it's there and there has to be some sort of limit
15 people
all with a 500k avatar? 
Some people just compensate the polygons amount with making good textures.
Like I do with vehicles.
Or just doing a retopo
No one had a 2 mill
@fluid elm Its how most older games did it
And the 2 mill did not even effect the game
Tank has like 26 meshes, and 1 single material.
And yet it didn't cause anyone issue.
I mean seriously, it's a 2000 year game.
Only when we put the light on him to show verts
So , they should care even more than here.
If I have like all wheels, separated
oof now its impossible to do an avatar with 4 arms with rigid bodies without being marked low performance. even if the rest of your avatar is optimized
Turret, barrels, chassis etc.
@fluid elm Did it actively render it though or was it all pre set stuff?
But an game like Crysis 2 has fairly low poly but highly detailed stuff
The tank in question is really low poly
It's easy to bypass this system
Everything is marked as green, except for meshes.
Most modern games has pretty low poly counts and instead use normal maps
Which sets it to very poor.
If your motive and idea is to bypass that system instead of making your stuff better that's a bit worriesome.
I guess I will just attach the wheels.
Just use a plane rigid bodies and empty game objects and a fuck tone of particles on the plane
I don't use them anyway.
Tanks I got from Unreal Engine has single mesh, and everything separated.
I don't know how to do it with that tank (W3D)
Dose not register the particle because it's not on your amateur
most xnalara i bring in are amazingly optimized, but at the same time their engines are better designed in regards to physics calculations. Dynamic Bones is poor in that regard. It's updating the position of your colliders every tick compared to the position of every single dynamic bone it's connected to. That's the biggest contribution to lag now that the IK is fixed.
@little osprey do you have a marker/pen on your avatar?
Yeah any sort of Trail render.
Can cause it to be like this.
I have same issue on my Mig
oh right, that pen teleports it like miles below doesnt it
So a small avitar effect performance paul
Mhm
localy i have bounds fucked but for my gf its normal
Explain that one
I can recommend a much better solution than pens I use. Just add a keyboard to your arm.hand and point at the letters. Yash released a version that types the letters in the air.
we talking about bounds or polygons 
The bigger the bounds, the higher chance it's loaded, thus more lag.
to big also doesnt fit the enviroment well
His is 0.4
i dont want giants arount me
and yes i have a pen, but explain me how its localy fucked and for other the bounds are normal?
It was small you idiot
o boi
oof
It calculates the whole bounds area regardless of the actual bound setting from what.i'm seeing
oof
bye!
0.7 good. 0.4 very poor
It calculates the entire bounds, not just your mesh's
to small also makes no sense, the minimum size is really small.
Wait
So what if it makes no sense
Someone has to actually increase bounding box
It's up to the person
This is for a performance bace line
So smaller would be a good thing but this system dates it's a bad thing
would you rather want it implemented in a count thats not saying "performance" and doing the same thing?
The biggest reason for the bounding box scan is due to those that break the SDK and create giant avatars.
Nice doge paul
Nyuu1987 is really trying aren't they?
If a person has a conservative bounding box but has an object that's miles away (like the snail marker reset method) then their bounds will be upscaled tenfold and wrongfully marked as possibly very poor

Also Kareeda, it's more my statement I believe. (At least I believe I heard that from Tupper)
Special cases can always cause some issues with this kind of thing.
EXSGT, I'd agree it's poor too, because it'll be loaded more often than it should.
Ya because human nature is to be aggressive
Yep, i have a flying avatar that's probably gonna have extreme bounds
so having a pen makes your avatar very poor, time to remove pens then 
Even though the actual bounds is 1x1x1
It's not wrong RustTV
And seeing something that indicates a problem people react
It does affect performance.
A small avitar dose not effect performance
It can.
If the bounds are bigger than 5x6x5 it does.
Noooo
Game performance has degraded severely in the latest update
Marked "fixed" because the devs wanted to rush the beta out of the door
But it was nowhere near done
Why does the ranking hate dynamic bones
Remove bones and t-pose, bones are illegal, you too could have a skeleton living inside you
Be a true minimalist and make a 3 poly triangle.
having a potato pc its a problem idk know if this game wants to get more ppl with shit pcs or what lol
@visual tinsel did you even look at his pics
I did, yes.
"smaller" how?
0.4
Single issues will rank you as a bad avatar
Look at the last value, it's 10.
Wait... maybe...
Is the local side always giving the true bound value for the client whereas other users see only the selected bounds?
It seems like that at a first glance atleast
Local bounds is wrong, remote is correct I believe.
Hmm, guess i'll have to test it myself
in conclusion those 10 in the bounds its because of the marker i just removed it and the bounds are back to normal, basically having 1 single snailtrail will mark your model as shit lol
Is it always on?
no
Is it on by default?
only when i use the fingerpoint
Also remote sees you as fine, so I wouldn't worry that much.
yeah but when you want to make an avatar world and they pick the model and see that says very poor i dont think ppl will want to use it?
lol
A lot of models are marked as poor, I don't think anyone pays attention to it.
True, Hopefully the bounds issue is fixed next update.
Also poor is easy to forgive since everyone is just finding out about how bad their stuff is now. :P
dyanmic bone always been bad
Dynamic bones use CPU cycles instead of GPU.
Where as Cloth uses Nvidia physics but that causes issues too as it sepereate mesh draw calls as well as AMD having to emulate nvidia physics. So many variables.
The avatar optimization document has been around for awhile now.
On Discord yeah.
this is going to be my main model so i dont lag ppl π
Lol
Beautiful
Naa burn it fire
He was not serious scruff
I know
basically have a shit ass looking model so you have the best performance
or just optimize your shit, aint that hard
I got my avatar down from 260k tris to 32k tris with pretty much noticeable change
Medium is defined as "Pretty good, but could use a little work." BTW.
And have no moving bones fuck that
shadeaz define optimize
Rust your avitar will be fine
Basically my way of viewing avatar performance is this. If you have 30 people in a world. And everyone is your avatar. if you are rated Poor then switch to an Excellent. One will certainly perform better.
Um medium has more lenient specifications than public world avatars. Have you actually looked at them? @little osprey
Yeah, the system is about have lots of people in a world
Ummmm no
Not just you.
Or just haveing 5 people in the pugπ
medium perf or better isnt hard to reach apart from these bounds bugs, merge your dynamic bone transforms & use 2 bone skirts, atlas your materials
The Pug is actually really optimised, it's just full of bad Avatars. lmao
Exactly
@plain coyote next time you are struggling with 5 people, check those avatar ratings. I think you will see itβs the avatars.
3 mirrors facing each other
that is what im doing but its not enough lol
Wew, i have a bit too many colliders for the system
i was in a world last night and my avatar and another avatar i madr for a friend were the only ones not labeled a poor performer and people complain about performance like its the devs fault
It's the mirrors owl boy
Well ok, mirrors are Seperate
Remove the background from them
that is my point shadaez
having even a medium avatar ppl will complain about it
rly?
They are already only reflecting a few draw calls
See not willing to compromise
The Pug only has 1 mirror yeah?
No
No 3
Where are the other 2? (Or was this a recent change?)
bathrooms
In the w.c
ohh right, yeah I don't go into the bathrooms that often you see.
you dont clean them? janitor ?
π
Of course not, I get BananaBread do to that for me. I clean the rest.
owo
I will customize him
if a model has 200 polys 1 material and was 10x10x10 would it be bad?
Yeah
@smoky gyro transforms also counts the root bone
It is part of the script
It is iterated over like all the other bones
It is very much affected by the script
Personally I also use 30 Update tick rate on all my dynamic bones to improve them even more.
I'd like to do that but there's no point since the system doesn't see it lmao
their dynamic bones cap at 60, but i use 30 and it does seem to lower the tick rate. I can test using 5 or less
and see if i can tell
Yeah, it definitely works
I've seen meme worlds where an avatar had an update rate of 1
My particles with subemitters are being counted incorrectly as well
If a particle system's limit is 50, that also counts for all the subemitters. The game doesn't see it that way though.
Plenty of bugs were found, it doesn't make a lick of difference if they ignore feedback.
So apparently the sdk is telling me i have a mesh collider, but i don't .-.
I'm currently walking around with 4 lights that aren't being detected
@smoky gyro the crazy bounding boxes are caused by snail marker
yeah that's probably wrong in unity when they uploaded π
Only one avatar in the scene
It still counts them in game lol
but yeah it'd be easier to optimize if I could see them here
Someone said they think it's due to your scene having a newer version of dynamic bones than what VRChat is using. don't know if that is true at all.
I use animators for my toggle props on one of my avatars so I'm doomed to be "very poor" performance forever
39 animators
38 of which are disabled.
and only activate 3 at a time for about 5 frames to toggle a prop
That's an impressive amount of toggle props
Some toggles hidden inside other toggles
Switch to a completly different set of tools with one toggle
Ah, that's a pretty neat idea
thankful it doesnt count the materials for each of those hidden props
just my base avatar
but I'm use the most recent dynamic bones, 1.2
What version does VRchat use?
I'd still be very good material and mesh wise if they counted those
but unless I want to get rid of my toggles and dynamic bones I'll never be rated better
Hide all your animators inside a disabled toggle prop 
animator inception
Muh flying ship is now hovering over illegal boundaries http://prntscr.com/lxzyyv
The actual bound size is supposed to be 1x1x1
For some reason my avatar with a small cloth skirt also explodes outside bounds for some reason
toggle props are the animators
I know, you can hide the toggle props inside other toggle props and it doesnt count the animator components unless the actual part is activated
I have no clue why this happens
sometimes good, other times explosive
Reverting to dynamic bones 1.1.7 fixed the issue of dynamics not showing up
I can' do that since all my emotes are taken up
and two of those emotes are my death animations which don't count as animators
doesn't really matter much anyways unless I get rid of my dynamic bones
atleast my base avatar has one materal and one skinned mesh
Mine's 2 now, can't get to one since cloth skirt.
If i make my av's bald they will be all 'good ' pretty much rest is 0~3 anyway
Need a saftey setting for disable dynamic bone colliders lol
I agree to please the dynamic bone haters
I don't think it's as bad as they make it out to be in comparison to people not merging meshes/atlasing.
but I want an option to auto block avatars with 10 materials :X
Seen quite a few people with 20+ materials
I seen a 33 material avatar
Worst was around 98
looked back at my first ever avatar, it was 29
there's ones with 50 out in the wild
now I sit at a healthy 3
Yeah i did it manually before cats/shotaryia's
I started doing it manually in june
got sick of how crappy raytrace atlasing is
well my captain falcon avatar should be rated much better
only like 12 collision counts and my particle effect is in local space
Welp i can't atlas this apparently http://prntscr.com/ly05g5
Atlas shrugged
Hmm?
@marsh trail that looks like a margins issue
What does the texture look like? And do you only have one UV Map in Blender?
What do the UV's look like? Can you post a screenshot of that perhaps?
It could be that the UV's on that part are too close to the edges
Like this it seems?
That seems to be a pretty common style of "textureing" for flat shading kind of artstyle.
Just having everything bunched up into colored squares
Yeah id shrink some of those seem to overlap
Personally didn't manually atlas any of this, this is all the tool's work
But ya, looks like some of them might be too close to the edges and bleeding over into the next color
Had some models that UV were like this , so had to resize them usually color blobs
Or uh
Wait nvm. It's a solid color. Just move the UV's of the brown part a little up and away from any edges.
Or scale them down etc
Some of my models, only checked a few. have like 60,000 bounds or something.. and when i check the unity file, it's normal bounds. Is this some weird thing from 5.6 unity to 2017?
Do the same for all other parts too close to the edges @marsh trail
That should fix it
UV's need a little bit of "extra space" around them in the UV map
Manual atlasing takes care of this by baking in margins. If the UV's are not very well made, the atlasing tool might do stuff like this
what was that script for world particles so you don't have to use rigidbodies?
I hate manually atlasing but i can work with editing some bounds here and there i guess
CATS' auto atlasing used to not be great but I've heard there's good improvements there now
I only used shotaryia's tool personally
No doubt
you get better quality and smaller filesize with manual
Yes, and you can customize what should be high quality and what shouldn't
@marsh trail shotaryia tool addon with cat plugin for altas
Can make the texture smaller for sure, on some models that dont have alot of details, like 1024x1024 1 color ones
I do have CATS but prefer using the standalone version of the plugin
Same thing for merging weights
the first manual atlas is rough but after that you can do a manual atlas in like 10 minutes if you're slow
Welp, i can't find some vertices in the UV map
https://i.gyazo.com/3fc8317f105ec1e38abeadfe002e117b.png optimized..uh something wrong i guess
an empty i see
@radiant shadow your nothing
Can we get negative polygons bois?
Yup.
Oof
Worry not i'm fixing this as we speak http://prntscr.com/ly0f73
Think it cause i had this guy avatar blocked it just shows 0's unblocked and still 0 though
Yeaah im not gonna get good with my hair even tho its not even complex one barely 40 bones
@marsh trail i think it funny only have 2 dyanmic bone colliders you have 5 only get 440 in check count
Apparently even if they're unused they still account for all of it, so y'know
2 collider only on leg
βUnusedβ bones are still calculated afaik
But i scrapped it, ain't gonna get vr anytime soon and it's mostly useless
Merge unused bones!
Correct OwlBoy.
Unused dynamic colliders is what i meant o:
Since they're not actively doing anything, but unfortunately ^
when there active bet there going 2000 per count lol
collier leg only active so leg can hit the coat part
It would be great if they only checked and only actively affected performance once collisions are met, but unfortunately they do not
Doesn't really work like that. How does it know there's a collision if it's not active?
I mean i did say it would be great if it did work like that
From what i've heard it causes an abudant amount of performance impacts even whilst not actively interacting with anything specifically
That's why it would be great if it did not do such
Alrighty i think i finally fixed up all of the atlas
Godawful procedure with literaly 1 vertex sections on it, but i guess that came from decimatin' it
Thanks for the heads up @surreal topaz much apreciated
Cool
Epic
So now hopefully i'll be near the good-tier when it comes to optimization
:>
I'll probably still have atleast 2-3 other materials for my other objects that i added in unity specifically, but that's all well
In game it says my model is large bounds, but in unity it doesnt. i reuploaded the model, says medium in upload, poor in game.
What is going on?
I do have a snail marker.
Do we have to delete the snail marker?
or can we adjust it or something?
The marker resets by placing itself at a very distant point in the map, so the client will equate that with you having a very large bounding box, but i think it differs based on weither its the client or another user that checks the model
make a canny about it
^
Whats a canny?
it seems unfair measurement
oof
Give feedback to the VRChat team so they can make more informed product decisions. Powered by Canny.
No witch hunts for me bois
I wrote it under bug o;
Heck yeah exsgt
Keep in mind i just did this to avoid all of the annoyances that would come out of it, i know quite a few people would just lose their collective sheets the second they saw a poorly optimized model, i don't agree to it, but i'd much rather avoid a shitstorm tbh
I won't touch my other models though, some i don't even have the .blend file for anymore, and i don't dare edit .fbx files, they break about 60% of the time when i do
Mine is as optimized as it can get, I can get rid of colliders but as for the avatar itself it's as good as it gonna get.
What caused them to be rated poorly to begin with?
Dynamic bones, colliders, material count
The standard issues the average VRC users gets flagged poorly for
Yes
Well at least you can import fbx files and combine materials without deleting the original fbx file
If you donβt want to go through the work I donβt blame you
I can't change my material count to one. It f's up the avatar, I've tried.
True, but it'd be an endless trial and error for every model i got going unfortunately, as for some reason fbx's love to break when i mess with ehm, even for a simple thing as atlasing
"Simple" is subjective here of course
Absolutely understand
Actually I have another issue.
I have a vehicle, I had ported from old game.
And that game handled that every single part is a separate mesh, but it's all still under 1 material.
How I can just possibly attach it all into a single mesh, but still be able to edit positioning of all the separated before stuff?
I'm a 3Ds Max user.
But even there I can't find option for that
If itβs a skinned mesh. Depends. Lots of ifs here
Well stats call it a separate skinned meshes.
Counts around 26 Meshes.
It doesn't really affect anyone's performance, but don't really want to have issues, if that can be fixed.
If I can't find anything I will just attach all wheels, and deal with having no animations on wheels.
If that has to go.
Skinned meshes are silent killer of frames
Please read the sentences above, they need to have them separated in some regard to make them move
But they want to have them merged, but still able to move
They would need to be rigged
Does that seem to answer your question chen?
No
It still makes me curious.
W3D engine handled objects like this.
And it's a really old engine
So despite everything beign set like this
How did the game run so smoothly when it was released.
That just makes me curious tbh.
I had heard somewhere that
Having multiple meshes on humanoid stuff is a nightmare.
But when it comes to mechanical things it's fine.
But not sure about that statement.
Actually
I think they are normal meshes.
If not.
Then how I can switch them to become such.
It doesn't.
I can assure you.
Add the mesh filter and mesh renderer component and then add the respective mesh and material to it
Delete the skinned mesh renderer
One thing i wonder quite a bit is just how performance heavy a skinned mesh renderer is based upon its total polycount, obviously having multiple 60-70k poly meshes would deteriorate the living hell out of ones own system when used many times, but just how much is exactly, too much, say a literal 1 poly skinned mesh renderer, would having a bunch of them cause as many issues as a single standard 20-40k poly count skinned mesh renderer?
I wonder if there's documentation on that somewhere...
Ok I just checked
Yep every single one of them has a Mesh Renderer
Not a Skinned one
But every part has a Mesh Renderer attached to it
All of the Mesh Renderers use the same material though
you could easily have your vehicles a single mesh and paint each individual part solely to it's own bone
If there is indeed a corrolation between both, one would assume having more than a single skinned mesh renderer would be feasible provided the polycount acertain its specifications
If it is the case
Most of my vehicles are optimized, because work also with Unreal but
I would pop that model into cats, click combine same materials, export donβt save as and see how it looks in unity
Use shotaryia's tool
don't need cats

I don't know that tool
No that's not an issue
It's 1 single material
But multiple meshes.
Not other way around
I mean, yeah, i was just tellin' ya you could use it for combinin' materials without havin' an armature
Make an armature, like 5 bones, make some bs weight paint, then cats. Cats have an option to fuse meshes with same materials. Idk if this help, had a similar problem with another model
Or you can try to link the materials together though data link or something like that in blender
Not 100% sure though
3 meshes is good
Yeah, well I will do it this way
If I give up
That will mean I can't use wheels anymore.
I will just experiment abit I guess for now.
Or just work on other vehicles I have at hand.
Yeah, you can rig it there is a ton you can do. But baby steps
like i said, you can easily use wheels just paint them to their own bones
I never rigged.
Despite playing for so long.
I mean I did.
But not really anything complex.
That's what I get when I mainly focus on making maps.
just add a bone and paint the entire loose wheel to it
With some manual work, it's pretty easy to optimize dynamic bone
just need keep the bottom bone https://i.gyazo.com/08e01284df1ef2ea3ed916d5a3d90649.png
for dyanmic bone
First, not an emergency, second, read the comments at the bottom
Yeah they added that rule in fairly recently
did not see that update my bad
Wouldn't blame you, i found out about it from people talkin' about it
Its been there for almost a year now i think to not @ admins and such without any emergency
Definitively not almost a year from what i recall
Last updated Dec 4, 2018 (Added "VRChat Team" to rule 23)
hmmm, no matter what im doing with cloth im getting very poor - all is green otherwise
cant we make it a weighted system?
surely 1 item in a list of 10+ doesnt make an avatar suddenly terrible?
Cloth would be weighted heavily
Still, it doesnt insta-kill the rating
And 30x your cloth would be bad probably right?
just a skirt mesh 300 verts
Its also version one so in the future they might be able to do that
For now it does its job fairly well (beside some number tweaks and bugs....)
And some not really needed limits or odd ones
yeah, im just offering up a suggestion :D, I'd rather have a system than not at all π
Although there's the people blocking poor avatars and whatnot
For low-power users, maybe add a setting to disable avatars poor and below
in the trust system or something
Trust System is for trust
Safety system is for safety
Anyway, someday such toggles will probably appear
These are just reports. No ones gonna get banned or anything π
How do you select bones to be merged in CATS that aren't on the initial list they provide?
Also, I've tried manually merging bones in blender with ctrl+x and alt+m while having a chain of bones selected, but it doesn't seem to do anything...
You can select the bone you want to merge, and then near the top, click "To Parents" in the Merge Weights option. Is that what you wanted?
The list in "Bone Merging" only displays like 10 options, none of which are what I want to merge.
Someone know how to fix my av bound size? For some reason my av overall perfomance show that my av is way too big even do my av is not tall/large at all ( +/- 5')
Does that help?
oh, I didn't see that "model options" pane
Hah
@tardy quarry You can fix that in Unity, let me show you:
This is your bound box, you wanna wrap it around your avatar.
When you click the box next to Edit Bounds, you can input the numerical values, or move the dots that appear on the box.
Normally it wraps the avatar accurately, but your avatar's size plays a role in that.
The second photo, X Center might be too large I reckon
Is the reason you have a separate mesh for the skirt because you want to play with cloth physics?
yes
I actually tried to change my center value, but whenever i add the cloth component the value go back to the one u can see in my second image
And i did check on blender if i had a mesh or something far from my av, but nop
Try clicking the box beside "Edit Bounds" see if the numbers change at all, especially on the body bounds. They're all 0 which means there shouldn't even be bounds there, so I think refreshing it should maybe work.
It has bound because i check the option "Update When offscreen"
That is strange...
Re-upload the avatar, and see if you get those numbers again.
I feel like I'm missing something but I can't quite figure out what.
Actually i already have re-upload it 3 times
I saw some reports about pens on the avatar causing weird bound readings
I'm unsure what the cause of this issue is, I'm sure someone else might have more insight
Really? That's somethin' then :B
Might be worth a try
hmmmm well it's true i have a pen on mine
ooooooh actually that is it
i'm sorry rokon for wasting your time lol

Naw, you haven't wasted my time buddy ;D
To be fair i still need to check if it will work or not :p
True that
I'm fighting my own nitpicks
TFW The only thing standing in the way of a "Very Good" overall performance are Dynamic Bones. :B
Pretty much 99% of my av's it the dynamic bones that hold it back
I would be fine with good at this point
https://i.imgur.com/09hP9gt.png took me some bones but π
Now to make copies of the avatars where i care less lmao
Yeah dont trust that in unity my all says excellent or good, until its uploaded
It is--
One mesh
One paterial
19999 poly
No other stuff really
LOL Fair enough
I have one with 1000~ bones and it says excellent in unity, its really not :p
Its like a base model 
Its the one il slap animations and ect on
Il be running around with this untill i want to show stuff off and then il swap over
Ezpz lagg free weezy
https://i.imgur.com/cG8ef7Q.png
https://i.imgur.com/1l6uwCX.png :^)
I now counter a full IK dynamic bone person