#avatar-optimization

1 messages · Page 34 of 1

void basalt
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im new to this discord so sorry if this is a question that's asked all of the time but i'm trying to make an avatar with unity and my VrChat SDK only says "Clear Cache and PlayerPrefs" I'm willing to give any error logs or anything like that if needed, thanks

heady smelt
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Anyone else using cloth automatically get poor or am I like a few polys to high. Just wondering. I’m at 400

ancient crystal
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what

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automatically get poor..??

heady smelt
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Optimization.

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Overall is automatically poor for using cloth.

ancient crystal
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o cloth is a bit laggy if too many verts but

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its not that laggy

heady smelt
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I have 400 and everything else is green but the overall is poor, I didn’t know if it was the poly count or if it was just using cloth all together.

ancient crystal
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i have a gtx 1060 and i7 but this doesnt lag me

heady smelt
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400 polys**

ancient crystal
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and its well over 400 polygons

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the entire model at least

heady smelt
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Yeah, the rating system still calls it poor

ancient crystal
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what system

heady smelt
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Vrchats new thing

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Gives your avatar a rating

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From very poor to excellent I think

ancient crystal
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never used it so idk

heady smelt
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On performance.

ancient crystal
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cloth being poor is preemptive i guess

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because there are people who do use cloth really badly

heady smelt
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Well I wasn’t sure if anyone else has cloth under 400 that doesn’t sink them to poor.

shut sequoia
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it's never, ever, ever about "this doesn't lag me"

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Duplicate the model 25 times, add IK to some of them, up and down some of the materials, verts, etc

radiant shadow
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Public avatars with 40+ materials >_<

surreal topaz
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Report the world or avatar

ancient crystal
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well it hasnt lagged others

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is also what i mean

visual dock
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I had a good laugh earlier cause i only have one model using cloth, its at 440 tris and set me to poor. otherwise it would be medium due to a few dynamics in the hair.

ancient crystal
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ye the hair on that model is cloth

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and i was gonna make the jacket cloth but went with dynamic bones instead

visual dock
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i'm only using cloth on the shirt

heady smelt
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Yeah me too

visual dock
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but cloth hair...that sound weird

ancient crystal
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hair acts like cloth too

heady smelt
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I decimated my skirt and it only uses 2 colliders

ancient crystal
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its more dynamic than dynamic bones so

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thats why

heady smelt
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And I’ve used cloth on hair before, there was a performance decrease I removed it immediately

surreal topaz
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Cloth hair doesn't work very well at all, it looks horrible

ancient crystal
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probably bc of the polygon count, self collision, or etc

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not on mine bc ive done it correctly

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it acts a lot like actual hair it just isnt separable

heady smelt
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Standing still cloth hair looks cute

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But when it moves it’s crazy

ancient crystal
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not if uve done it correctly

heady smelt
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I’ve only seen long hair tho

ancient crystal
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mine doesnt do that

heady smelt
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With to many polys

ancient crystal
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only when u move down too quickly

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like crouching really fast

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otherwise it moves like actual hair

heady smelt
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Yours is short too so it’s not going to get caught on or in colliders

ancient crystal
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and its brushable and u can pick it up

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also has cloth in unity been updated because like

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i found out that when i duplicate the hair it can actually collide with its copy

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and i didnt tell it to

heady smelt
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Oh there’s a way to tell it too

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I was reading about that

ancient crystal
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also the only colliders are in the head and on the arms

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bc of the hat clamping onto most of the hair

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it stays where its supposed to be

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and i really like it

heady smelt
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I’m sad it makes my avatars poor

ancient crystal
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xd

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large/unoptimized items with cloth lag quite a bit

heady smelt
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Yeah but it counts tri amount.

visual dock
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I'm personally fine with being poor if its because 30-50 transfroms for dynamics. I've always aimed to be well under that if i can and make it still move the way i want it to.

Cloth i never really got into though did one test with it and that was it.

heady smelt
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They suggested us 200 polys on optimization in their Pamphlet it seems using it at all is no.

ancient crystal
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my hair not have a lot of verts

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i think too many polygons tho

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but again somehow i gues it just doesnt lag people

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ive asked them ive like switched to this avatar

heady smelt
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As the person said duplicate that model 20 times there might be a noticeable difference.

ancient crystal
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yea but nobodys gonna have 20 of the model in one instance

heady smelt
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But all my avatars are private. So there won’t be 20 of us.

ancient crystal
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^^

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and that

patent leaf
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When 20 of similar models if people don't optimize.

ancient crystal
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ive gone to the pug with this model

heady smelt
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So I’m not optimizing my model for using clot?

ancient crystal
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already laggy from everyone elses avatar

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but nobody noticed a performance drop from mine in specific

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so im gonna assume its done well enough

patent leaf
heady smelt
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I’m just asking not angry btw uvu

ancient crystal
heady smelt
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I just realize it could’ve seemed angry

visual dock
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Same with any of my models too, Wulf.
Never had anyone complan about any loss of performance even near mirrors or anything.

ancient crystal
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use cloth just dont use it too much or badly

heady smelt
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I think 400 poly cloth, with low amount of colliders is not going to cost to much on performance.

elfin thunder
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people dont know who is hurting performance

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but now its obvious

ancient crystal
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yea they do

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"hey does this avatar make u lag"

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"*switches*"

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"na dude ur fine"

elfin thunder
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it used to be a guessing game who to block

ancient crystal
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not really

heady smelt
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Considering the rest of my model is green to go, it’s really sad that one thing can ding me and push me to red.

patent leaf
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Just sure that if people are getting their frames taken and they see you with your avatar rank, it'll likely block your avatar. I been doing that even before this update, although I would go through a decent amount of people before I find them shrugs

ancient crystal
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some people take a while to load in and then everyone notices the millions of shaders

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idk how much more until trusted but am known

heady smelt
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Even sadder when it appears just using that component flags you.

ancient crystal
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does it affect anything in vrchat

spark bison
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Hey out of interest, is the avatar performance calculated at runtime or is it just calculated at upload

patent leaf
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I'm going through and trying get my avatars to at least "Good"

ancient crystal
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or is it just "heres how performance gonna be for this avatar"

surreal topaz
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@spark bison runtime.

heady smelt
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Nothing I have is considered good because I use even the smallest bit of cloth.

visual dock
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to this day, when it comes to avatars with shaders though. The ones that takeover half the world with screenshakes or epilepsy inducing crap always get a block from me.

heady smelt
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Aaaa I’m sad.

spark bison
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shame, then you can never really know how bad it is when using animation overrides

surreal topaz
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If an avatar renders over the walls I block it

ancient crystal
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at least cloth is no longer a crasher

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back then in old unity

spark bison
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or does runtime mean when you first spawn in?

ancient crystal
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disable an active item with cloth in it

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and it can crash

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the entire servers people

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but again this is old unity

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not a problem anymore

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animations arent a problem

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whats on/in the avatar is

elfin thunder
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im so happy about this update though, i hope people optimize now.

radiant shadow
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No way id ever get under this dynamic bone limit, but least everything else in green

ancient crystal
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does it disallow upload of poor avatars

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whats the limt

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most ive used is like 5-6

radiant shadow
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32 for Medium, but most of mine usually 50~60

heady smelt
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Honestly i wouldn’t look at people with a “poor” avatar and say you’re unoptmized

radiant shadow
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so instant poor

visual dock
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Most of mine will be med/poor just from having 2 colliders and about 30-48 dynamic bones.
I'm also fine with that.

ancient crystal
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lol 50 - 60 dynamic bone scripts?

heady smelt
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No

ancient crystal
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or bones

radiant shadow
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nah bone transforms

heady smelt
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Bones

ancient crystal
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oh ok good

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yea

visual dock
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i always lower the amount of scripts in an avatar to 1-2 max

heady smelt
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This is actually frustrating a bit

visual dock
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for dynamics

ancient crystal
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i also wish that cloth was easier to linit

radiant shadow
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I got 1 very poor avatar rest are good~poor

heady smelt
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They could put a thing on cloth though

ancient crystal
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like if there was a bounding box u could make

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to keep cloth in it

heady smelt
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It’s counting cloth polys

ancient crystal
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so it doesnt move off

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ive had avatars

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with a LOT of cloth

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one of them had a cape, a robe, hair, sleeves....

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lmao

heady smelt
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AYE!~

ancient crystal
heady smelt
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Well there’s not much I can do about cloth it appears. I suppose I’ll have to just have a poor avatar. I know that they are still fine tuning the ranking just a bit sad that you get grouped with people who don’t optimize for 1 component.

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The avatar score needs to be a weighted average based on performance impact from the line item

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I doubt being over the poor rating of some of these items has the same performance hit as being over the poor rating of many others

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but if the goal is to not exceed any maximum It does accomplish that

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I just fear people will give up optimizing once they realize they have low capabilities of reaching good for the use of dyn bones or something.

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it's probably going to be forced in the future

ancient crystal
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i wonder if theres gonna be a

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NO for avatars that are well below very poor

heady smelt
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I can see a time when very poor avatars are blocked by default

ancient crystal
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yea when its actually accurate

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couldnt it also be judged by the users performance before and after the avatar is introduced

heady smelt
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Having a "low performance requirement" toggle would be the best way to deal with this

ancient crystal
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as opposed to some guess

heady smelt
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i think the update like this would be good as for stats nothing like oh A poor performing avatar let me just auto block all of em

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if its just for stats ok but otherwise it will be bad

ancient crystal
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but actually that should (at the moment) never be added

heady smelt
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if a person blocks you because of either your user rank or your avatar rank, is anything really lost 😛

ancient crystal
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its just helpful for finding out who is the laggy person in a game that wasnt lagging

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bc the systems not that perfdct

heady smelt
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almost never happens tho

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I think it should’ve been added without being public to everyone, until it’s been fine tuned and tested.

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Like, everyone can see their own stats.

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It did need more testing, but when is that not the case

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both their company and mine released right before Christmas which is a no no too daiyouseiXD

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has anyone found a fix for the snail marker bounds issue yet?

radiant shadow
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Check if you have compressed on in Blender atlasing, it make it horrible ,no idea if cats one does that, but manual using the Materialcombiner have it as default.

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You can also click on the texture in unity and set compression there, default normal

heady smelt
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So for those with cloth, I just learned if you use cloth but your vertices count is 200 and under, you should stay in the yellow and not hit poor. :>

ancient crystal
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sound biased

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my hair might put my avatar in poor for no reason

heady smelt
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They have recommended staying 200 polys for cloth since it got big. So I don't think it's completely biased.

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It's something they've stood by.

ancient crystal
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ik but i think mines 300 or so

heady smelt
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this update is absurd

ancient crystal
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dont remember

heady smelt
elfin thunder
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all the specific numbers are here

trail yarrow
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why is it called "Overall Performance" if it just displays your lowest ranked category lol?

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how is having 1 poor the same as 10 poor

elfin thunder
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because single things can tank performance

radiant shadow
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1 bone over limit, boom you are poor

trail yarrow
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light sources yeah

elfin thunder
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a bunch of dynamic bones but everything else good will perform poorly

trail yarrow
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sure, but there's no weight

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the system doesn't consider dynamic bones worse

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it thinks they're the same as everything else

heady smelt
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¯_(ツ)_/¯

elfin thunder
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i dunno, making it a hard line makes it less of a guessing game

heady smelt
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weighted categories would be nice but would also take more research and time to implement

trail yarrow
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each category needs to have a weight, then the overall score be an average of the categories

elfin thunder
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for future avatars i can plan around this

heady smelt
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agreed

trail yarrow
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yeah it would, and they should do it like that instead of making it live as it is

heady smelt
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agreed

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when the update hit I was like........ what!??!

trail yarrow
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there was no reason to rush it

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we've gone this long without it 🤷

elfin thunder
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i can plan around the amount of dynamic bones and stuff needed

heady smelt
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the skirt optimization video I'm looking at makes dynamic bones mostly not needed, it's like a 4 bone skirt lol

ancient crystal
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yea but it can be done by testing fairly easily

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like they could make an avatar thats "poor" on each category

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and see which avatar is less performant

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and u can compare the frames and figure out some percentages

heady smelt
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The truly sad thing is even after I fix everything I'm still gonna be very poor unless I remove snail marker daiyouseiXD

ancient crystal
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lol

tardy quarry
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Anyone here that use marker on your av had problems with the bound size of your av?

heady smelt
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yes

tardy quarry
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did u find a way to fix it?

elfin thunder
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performing well is so important to making things pleasant for everyone

heady smelt
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not yet

tardy quarry
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same :/

heady smelt
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no way to fix it, after using your marker in a world your bounding box will be astronomical

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it affects bound size even if disabled on load

tardy quarry
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actually for me it didnt

heady smelt
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it changes your avatar's rating at runtime, that's confusing

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here's an idea

tardy quarry
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I think if we disable our marke in our armature

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and make a gesture to turn it on

heady smelt
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is it possible to instead make a transparent trail and the trail is bounded inside your model instead and also have the game object disabled

tardy quarry
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it should work, but everytime we stop our drawing gesture it will erase everything

heady smelt
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yes

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exactly

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and then you change the trail color when you need to use it

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so your bounds stay small and the marker cant be seen if not in use

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I've never seen this done but ill try it because it seems like it would work if you can change the trail color through an anim

elfin thunder
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bound size shouldnt really be counted

heady smelt
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you can't have different colored segments in the trail renderer

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so animating the color won't fix it, the mechanism that shoots the emitter into space when you lift your pen is the cause, and the marker material uses it to hide those parts

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when you animate the marker to shoot away inside the avatar or say, 2m down, there's problems with the interpolation of the movements causing visible jagged endpoint triangles

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hmmmm

safe swift
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u can use two gestures to draw, one to activate the marker, 2nd to from -10000 to 0 location, my avatars don't have bounds issue due to marker, as I use two gestures

heady smelt
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I'll give that a shot real quick

last light
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@safe swift What are your avatars rated at now? I've seen some of them in game before. :p

safe swift
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poor/very poor, because it takes worst as display

real orchid
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any avatar that uses rigid bodies for arms has really been hit hard.

last light
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after further optimising?

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Or before?

safe swift
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i don't care about system for now, it's complete bs

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they fit the world avatar rules, so idc further for now

last light
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It's wayyyyyy too strict on dynamic bones imo.

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The recommended should be less than 20 bones or something.

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Not 0

real orchid
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dynamic bones are awful for perfomance

last light
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The rest of the suggested limits are fine.

real orchid
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the rigid body limits are not fine

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thats the worst

last light
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What do you have a Rigidbody on? 👀

real orchid
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my avatars

last light
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Nice, I got that part.

real orchid
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i use rigid bodies

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on my arms

last light
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Uh, alright.

real orchid
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the max is 8

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compare that to dynamic bones

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8

last light
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That's a lot of rigidbodies.

real orchid
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depends on what you use it for

last light
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I suppose rigidbodies are really taxing, they're essentially just gravity/physics components.

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Dynamic bones are simpler.

safe swift
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well, dynamic bones are #1 issue

last light
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Imo, yeah.

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The suggested limit really does need to be like 15-20 bones.

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At 0, it means anyone using dynamic bones will be medium or below.

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And people will use it.

heady smelt
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Optimization matters a lot more for public and friends+

last light
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But 15-20 dynamic bones per avatar in a public world really isn't much

heady smelt
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maybe a future feature can hide poorly performing avatars in publics for instance

last light
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^

real orchid
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i dont use gravity for any of my rigid bodies. just fixed joints. which is why im disappointed. im mad that an avatar that has 1 mat 1 mesh etc and is great in every category is marked as badly optimized because it uses some fixed joints

last light
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@real orchid they don't check what the components do, so obviously that won't be an issue for performance, but 8 fully enabled rigidbodies would be.

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Same thing with dynamic bones really.

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Someone could have 5 bones, but have update rate on like 150

heady smelt
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can rigid bodies be disabled when not in use? I'd imagine not...

real orchid
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only if the bone is disabled i believe

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but yeah im mad they dont take if gravity is enabled on rigid bodies into account.

last light
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If they released something, like some kind of research into the performance cost of stuff like dynamic bones, to show how bad the performance hit really is...

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That's help them tbh.

real orchid
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its basically an avatar that has arms that copy the other arms. im not sure that affects performance greatly

heady smelt
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they're a small team so it might be too much for them

last light
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But... Right now people go "well I don't lag in this world with me and 2 people, so it's not an issue"

real orchid
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i think they need to collab with the dynamic bones authors to make an optimized version of dynamic bones for the game

last light
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I'm not sure it can be optimised.

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It's just a lot of time consuming calculations to do each frame.

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The page on the VRChat docs for avatar optimisation is really useful on how to optimise dynamic bones though.

real orchid
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well i believe that the unity cloth script runs on gpu so there might be a better way. since cpu is the bottleneck in this game

radiant shadow
last light
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^^^ most trusted users

heady smelt
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there are world based avatars that are way over

real orchid
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what the fuck how do you have 329 mats

heady smelt
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heck if they fixed their mats they'd be good.

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Seperated meshes.

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OH GOD

last light
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@real orchid that was my thought tbh, I assumed cloth would perform better.

radiant shadow
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Thats not mine, just some random guy in Pug

heady smelt
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I just saw that

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130 skinned meshes?

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They probably forgot to combine and then just didn't care.

last light
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563,000 poly

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Y I k e s.

heady smelt
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OH I didn't even see the poly count.

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how many draw calls is that

real orchid
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@last light pretty sure if they found a way to mod cloth for bones it would be better. pretty sure its the same concept

heady smelt
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Cloth can perform well if it's set up well.

last light
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@real orchid in before Nvidia hair works. 😅

real orchid
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yeah...

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i think this really needs to be weighted rather than hard limits

heady smelt
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Or actually tested before thrown into live.

ancient crystal
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563k polys

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lol

heady smelt
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To think I'm barely above someone with 563k polys.

real orchid
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just sad about my optimized crab avatar. fucking rigid bodies

ancient crystal
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and 130 skinne dmeshes

heady smelt
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Yup.

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I'm actually done spending so much time on this one avatar to try to get it to their standards.

ancient crystal
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wooof

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ikr

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some people literally just

heady smelt
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I've spent so much time optimizing one stupid avatar to just get poor.

ancient crystal
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go in the SDK and make the upload button always enabled

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bc theyre fed up

real orchid
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ive given up on some of my avatars. i just need to make new ones

heady smelt
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My avatars were poor to begin with.

ancient crystal
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woof

heady smelt
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I already atlas'd and all that good stuff. AAAAAAA

ancient crystal
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man i wonder how it must rank my

elfin thunder
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optimize! or else you make things worse for everyone! its being polite!

last light
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What's it getting poor based on? :p @heady smelt

heady smelt
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Cloth.

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Or something like snail trail.

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I do optimize Chris, please stop.

ancient crystal
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3 skinned mesh 4 material and 70 something tousand poly avatar with cloth

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even tho it not lag in game

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prob very poor

heady smelt
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I'm getting frustrated because I've spent so much time optimizing to get poor.

ancient crystal
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they should remove rankings until theyre more reasonably accurate

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with "lag detection"

last light
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You can try removing some verticies from the cloth. @heady smelt

heady smelt
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I did.

ancient crystal
fluid turret
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dude that image

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what a hero

last light
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Oh. ☹

heady smelt
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Yup.

last light
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Rip

real orchid
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i really think many people will be blocked based off of performance

heady smelt
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They suggest 200 in their performance guide but 200 = poor.

last light
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It is really hard to get above poor though.

heady smelt
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So I'm actually just done.

last light
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I think they'll tweak it to be fair.

ancient crystal
radiant shadow
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Yeah im settling in on Poor for now,even tho its noowhere near as bad as others

heady smelt
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Anyway I'm dipping from these channels and ignoring performance stats cause I'm getting irritable.
Wish you all the best of luck in optimizing your avatars.

last light
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To be fair, anything about very poor is good. 😅

fluid turret
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the exact moment 0 dynamic bones was the recommended setting I lost interest

heady smelt
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I only used dynamic bones to begin with because of tupper's tutorial.

fluid turret
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I haven't spent a year making models and learning to get told that lmao

heady smelt
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OK now I'm gone.

elfin thunder
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no dynamic bones is only for excellent

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you can still be good with dynamic bones

last light
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Ideally you should have none, but people really like it, and will use it, so they need to raise that recommendation.

fluid turret
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I'm not being good either

elfin thunder
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being good or medium is ideal

fluid turret
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medium is the most I'll shoot for as 'ideal'

ancient crystal
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dynamic bones was allowed by vrchat

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so y the hecc would people not use them

restive kite
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medium would be fine if they upped the dyn bone limit to 64 or something more reasonable

elfin thunder
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none of them is just excellent performance wise

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but thats obvious

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i dont think they expect most to be excellent

fluid turret
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when public models are out there as very poor and poor? no

elfin thunder
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theres going to be a transition period for sure

restive kite
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those public models are from before they started requiring more optimization when submitting worlds, no?

fluid turret
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no

radiant shadow
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Pretty much all except polygons are off on the sdk/avatar perfomance details for me

fluid turret
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bounding boxes can sometimes change in play mode, but I've only really experienced having to fix that when using cloth

elfin thunder
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their public world standards are a bit different, theyre still tweaking things.

restive kite
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public avatars should at least be medium

elfin thunder
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i agree

visual dock
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@radiant shadow I just saw that screencap. My god...I cant even.

fluid turret
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that guy in the ss is protesting hardcore

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it's epic

radiant shadow
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Its like a game can i find someone worse then that avatar now :p

visual dock
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lmao.

restive kite
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at least that person kept the dynamic bone stuff low
i saw someone in the pug with 6k collision check count

elfin thunder
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oof

visual dock
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6k? I....what?

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how the heck.

elfin thunder
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i really look forward to blocking very poor by default

visual dock
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I'm losing my mind cause i always thought i was barely optimized. Then you guys show me these stats and i'm like. WHAT.

fluid turret
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6k? on the avatar I went all out on I only got to 1500 christ

radiant shadow
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Seen so many trusted with 100k+ poly and 40+ materials running around

visual dock
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I never took that ranking system seriously anyways

fluid turret
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I mean just because you uploaded a lot of stuff (assuming) doesn't necessarily mean they're good at making it

radiant shadow
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Yeah i been crashed by all ranks

visual dock
#

I'm only a known and none of my stuff is horrendusly bad.
Most my models in the poor rating are mainly for 50 bone transforms or 30 of them. and 1-2 colliders.

fluid turret
#

actually I need to check something

visual dock
#

I could easily redo most my dynamic bone efected riggings and make medium at least

fluid turret
#

nvm I thought having avatar swaps might be counted as extra meshes but nah they have no excuse

#

lmao

visual dock
#

lol

fluid turret
elfin thunder
#

why does that have so many?

#

where are they?

fluid turret
#

coat, hair, shirt

elfin thunder
#

you could probably do those with less bones

fluid turret
#

you are correct

elfin thunder
#

is there like, a bunch of bones in the hair?

fluid turret
#

no

radiant shadow
#

The new? documentation have some new videos how to merge bones and stuff, first time i done that was today so learning something new, not that im using much usually around 55~ dyn bones but now i managed to get one of mine to 33 i guess thats,.. progress

fluid turret
#

learning is a good journey, you're probably lucky to be learning all that stuff now when it's a big fad

#

will be more fun

elfin thunder
#

also, adding exclusions is also a good trick to reduce bones

fluid turret
#

ew

elfin thunder
#

like, the _end bone of a chain doesnt really need to be dynamic

fluid turret
#

might be good to note that model is from 4 - 5 months ago

elfin thunder
#

blender auto adds end bones i believe

visual dock
elfin thunder
#

they can be excluded to save some transforms

fluid turret
#

🤔

#

I appreciate the advice but it'd more useful on someone newer

elfin thunder
fluid turret
#

I've done every possible sick experiment there is to do with dynamic bones, they're my favorite fascination

elfin thunder
#

heres the exact stats

simple violet
radiant shadow
#

Thats one thing i want to learn how to do, but havnt yet

fluid turret
#

those bones seem fine but you'll get clipping if using dyn bones from what I can see

simple violet
#

Yeah i have clipping how do i fix it ? i am new

fluid turret
#

you can try parenting to the legs but it won't look good, a skirt that short won't look good even if you go for colliders, best to get used to some clipping

#

if you're going with the big performance party try parenting to the legs

simple violet
#

So I keep just put 3 bones to left leg and 3 to right leg or i just put one to each ?

fluid turret
#

you can try three on each side, make sure you save first, it's all about trial and error

#

and I highly recommending getting into learning weight painting sometime because you'll eventually need it or at least an understanding of it

#

it big helps with this stuff

simple violet
#

Well i try it if it will not work i go sleep 😄 thank you .. do you know some good tutorial for weight paint ?

fluid turret
#

hm, can't remember its been too long, but I mostly learned from looking at other models and trying to emulate what they had until I learned what each setting meant

#

mostly from trial and error

#

but youtube has a lot of tutorials to get you to that point

#

I recommend stuff like watching people add clothes to models

#

I can't talk too much about this but looking at professional made models, not mmd models, is better for learning if you catch my drift

simple violet
#

I understand .. 😃 i will check that out when I wake up .. I just uploaded the model i seen clipping so i was like how do I fix that xD well tomorrow is an another day

fluid turret
#

o yeee boi learning about this stuff gets pretty addicting when you realize the more you know the more power you have to create more etc it's a vicious cycle

heady smelt
#

speaking of professionally made models

last light
#

@fluid turret so true

heady smelt
#

I wonder how much TDA would charge to make one custom daiyouseiSmug

verbal orchid
#

More than a skilled Japanese guy I'd say

shut sequoia
#

you're better off gettinga custom from the booth sellers

median wharf
#

someone know if unity chan have dynamic bones

distant forge
#

You mean the vrchat default avatar? Or unity chan the unity package. The latter you can customize however you want, with or without bones.

timber blaze
#

i think tupper said he added dynamic bones to the default unity chan recently

thorn ginkgo
#

Yeah she does, you check by looking at her avatar stats. She also has nice shaders now!

fathom mason
#

i wonder why they pushed out this update that fast. i really dislike the huge gap between poor and medium. if 1 little thingie is considered as poor and everything else is good/excellent your avatar is poor. even tho if your character would be multiple times worse, it would still be ranked the same as the nearly optimal one. that..... really doesnt motivates to try your best. then you see tons of public avatars which are 30x times worse than yours. ranked the same. also i somehow dont get displayed the correct informtions from my avatar before uploading? it shows everything dynamic bone related at 0 and only ingame what it really is. guess there will be a lot adjustments coming. i just wonder why this patch was so rushed^^

karmic condor
#

Oida fyi they are looking for feedback on the new system so feel free to make a post on the canny about it.

fathom mason
#

argh yeah x.x i constantly forget about the canny :x

tulip lantern
#

would this be the channel to ask about some unusual shenanigans happening while texture atlasing?

hollow fog
#

Probably best to share in avatars

heady smelt
#

Just go make your Optismo Gang already

#

Green avatars only

#

😂

timber blaze
#

green gang

heady smelt
#

Red gang

#

I think red gang would be the largest tho

timber blaze
#

yeah but you can't have a red gang meeting

#

the room would crash

heady smelt
#

😂

timber blaze
#

green gang master gang

mossy solar
#

scrolls up and sees the picture of the avatar with 100 meshes and 300 mats

#

what in the actual F....

halcyon vessel
spice drum
#

Just wanted to give a shoutout to @sudden jewel and the dev team for the latest update. It's actually really nice to have some solid avatar standards we can build around, and listening to the community to adjust them to be a bit more to our expectations. <3

I'm really hoping this is all moving towards VRchat ending up on the Oculus Quest, because mobile VR is definitely the future and I'm excited to see more folks get involved with the platform.

Thanks again for all the hard work you are doing. nekoslobber

heady smelt
patent leaf
#

Nice :>

spare saffron
#

lol 65 materials, bro wtf 😂

mossy solar
#

it appears we know now where the lag is comming from

ornate saffron
plain fog
#

remove this rank system

#

btw

#

nice way to add a way to steal private avatars back

#

new .DLL btw

patent leaf
#

Turn it off in your settings and move on

fiery rivet
#

There's a new atlas feature for the blender. How good is it, exactly?

#

And how should one use it?

#

I know, but in the past when I made an atlas, it has ruined the eyes due to the necessary transparency setting for f example eye shines.

#

Im wondering if that part has been fixed?

patent leaf
#

It is said to leave textures that need transparency in their own atlas

fiery rivet
#

mhm, so what textures can/should be merged?

#

should clothes and skin be separate, should hair be separate and should eye/eye shines be separate?

patent leaf
#

The way I do it is by separating the mesh and and grouping which one I want to merge together. I have notes I write down for which to merge but like what atlas is saying. hair, face, and the rest atlased. 3 mats

fiery rivet
#

alright, thanks. Im going to need to make it 4 due to the necessary transparency for eye shines, but this helped, thank you!

#

Now the only challenge is identifying the textures when the names are all confusing mumbo jumbo

shut sequoia
#

rename then

fiery rivet
#

aight, ill give it a go. Test two ways.

#

doesn't look like its letting me change the settings in... unity..

#

Now the settings for changing shaders/transparency are greyed out...

patent leaf
#

Maybe try
Select FBX -> Inspector -> Materials tab -> Switch from Internal to External (legacy)

sudden jewel
#

Okay I take it back. Every single one passes perf checks.

#

Nobody has any excuse to not optimize if this dude can optimize 743 avatars

#

lmao

heady smelt
#

Lol nice

#

Do particle materials and weapon materials count or is it just unique avatar materials that matter Tupper?

#

Hey Tupper, is there a detailed explanation we can link to people when the topic of dynamic bones and colliders come up? Because since the performance ranking system, we see a lot of people in chat say things like "they have virtually no affect on performance". Just wondering if there was something we could link people to in these cases.

sudden jewel
#

any materials on the models at all count

#

particle systems, meshes, whatever

#

@heady smelt I should do a video on how bad DynBones are. Its somewhat "complicated" and requires showing off the Unity Profiler

heady smelt
#

Alright ^^

#

I assume they affect more things than just visual lag, that most of aren't aware of?

#

The amount of 30+ material avatars i see in a lobby is tremendous

patent leaf
#

Yep :>

heady smelt
#

Most ive seen so far was the one i posted above^

lean relic
#

i need have update sdk

sudden jewel
#

@heady smelt I've recorded a video. Uploading it now.

heady smelt
#

Oh awesome! Thank you

sudden zodiac
#

New Tupper tutorial incoming? catbongo catbongo apartyblobcat

heady smelt
#

Explanation on dynamic bones and colliders impact i think

tender timber
#

So I went and checked out that world that had 700 avatars that you said should "set an example", it was just a bunch of pokemon with no gestures or anything to them.. of course they're being to be optimized. The models probably only came with a few materials so optimization was piss easy.. but people are adding weapons and particles and optimization becomes difficult because people want to make the best avatars possible, not generic pokemon with an animation to them, so to sit there and say "omg well done for importing generic pokemonz youre an example!!" shows how out of touch you are with avatar worlds lmfao

sudden jewel
#

I had a bunch of bots scan the world. I didn't eyeball them myself. ¯_(ツ)_/¯

#

If you add more props, animations, particles, effects, etc, you're going to pay for it with optimization costs.

#

That's how it works.

#

I think you're being a bit harsh saying I'm "out of touch with avatar [creators]", but hey, that's your call

hearty galleon
#

btw the chairs dont impact perf right?

sudden jewel
#

not really, no

hearty galleon
#

because when a friend sits on me i drop some fps and the chair is positioned in the wrong place for me but not for them

sudden jewel
#

im very proud of the face in that thumbnail

#

very proud

lean relic
#

why can't click build & publish

sudden jewel
#

Click the pause button at the top of the Unity screen.

lean relic
#

thx

sudden jewel
#

oh no as usual i forgot an important part

#

oh well

hearty galleon
#

rip

sudden jewel
#

additional note: dynamic bones is written in a way that if your performance is low, it makes performance worse

#

@heady smelt

#

it tries to "catch up"

hearty galleon
sudden jewel
#

That's the eventual idea

#

will take time though

#

either optimize DB itself, or replace it with a drop-in

heady smelt
#

Hmmmm, guess i'll be using ones with no dynamics for now

sudden jewel
#

I mean, feel free to use fancy avatars with DB. its fun to use DB

#

just don't use it in worlds where your perf is already low

#

or populated places

lofty ice
#

What im doing now is uploading two versions of my avatars. One with my normal amount of dynamic bones and one with them significantly reduced. If the worlds getting a bit laggy I switch to my more optimised version. I love my dynamic tentacles on my avatars but at the same time i dont want them ruining everyones fun if it gets to that point.

sudden jewel
#

ye, that's the ideal way to do it

#

have your cake and eat it too

wind coyote
#

yaaay, cake!

lofty ice
#

Nom nom

sudden jewel
#

im gonna pin my own video because i have no shame

velvet spoke
#

Gasp

heady smelt
#

Lol

sturdy socket
#

wait you mean that dynamic bones dont skip frames?

sudden zodiac
#

Maybe someday, If the servers can handle it, db will be calculated locally and then send to everyone like the IK

mild veldt
#

Wait.. DB calcs are clientside?

sudden zodiac
#

Yes, like everything else

mild veldt
#

Yikes... YokoStress

sudden zodiac
#

Ok not everything else, but you get the idea :D

mild veldt
#

Yea. I get it.

#

So, how are they gonna get the funds for buying their own servers?

#

They gotta come from somewhere than just investments or merch...

#

Yea.. somewhere in the millions. I doubt it would last for years, tho

heady smelt
#

4millon, but that was 2017

mild veldt
#

I think we should take this to random chat...

sudden zodiac
#

I bet they won't let their most lucrative game die

sturdy socket
versed nest
heady smelt
sturdy socket
#

ok thats enough

#

well even if it was a large sum of money its spread thin until they can find another sponsor nikoshrug

mild veldt
#

Hmm.. Maybe Microsoft?

#

They got a big gig on VR with their MR platform

#

So is Valve..

versed nest
#

Spread thin? They're staff is still pretty small, no?

shut sequoia
#

wow this video is nice

#

best christmas gift

#

im in vr so gotta finish it later, but are what other videos are you thining of doing? or did he say in the video

tulip lantern
#

with some messing around with variables and a little bit of mesh splicing i managed to get a nice flow from a cloth component instead of using dynamics, might be able to do that with hair and skirts. can't say much about the jiggle physics though

safe swift
#

don't use cloth on hair .... first of all it looks like crap and 2nd it's laggy for hair, unless you have plains and not volume for hair

shut sequoia
#

fuuuuuuu

#

cloth hair terrifies me

#

though if you did it how im thinking, thats impressive

median wharf
#

Anyone know a way to make hairy physic without using dynamic bones

shut sequoia
#

i dont think you can

median wharf
#

than, if dynamic bones have a 30 refresh rate instead of 60

#

does it make a difference

shut sequoia
#

I'm not 100%, but I've heard changing it only changes it locally and others always see 60, but I'm not 100%. I'm fairly sure the game caps it at 60 though

fluid turret
#

you can lower it

#

putting it to 6 and letting chaos reign is fun

median wharf
#

im no dev but if making it forced 30 or 45, wouldnt it make it better?

#

anyway

sudden jewel
#

We cap 60. Feel free to go lower

static pecan
#

tupper, could you dev's imagine that it would be possible to use the station for yourself? like i place a chair with a fix joint somewhere and i can sit on it

safe swift
#

do you guys cap also cloth? i'm doing from 120 to 10, and there's basically no difference

#

@static pecan canny was closed asking to be able to sit in your own seats, so no plans for now or at all

static pecan
#

were there reasons for the closing?

heady smelt
#

I think it was along the lines of, it would be too confusing and problematic for the average avatar maker who would stick a chair on their avatar and then accidentally trigger sitting in it themselves

surreal topaz
#

I think that could be solved by having a checkbox on the station component, or maybe even a config tweak like the particle system limiter

#

Or an option in the options

static pecan
#

i see no difference to chairs on avatars where other can sit on, same work how to do it

surreal topaz
#

Chairs in their current state are already slightly confusing because there's no ready-to-go prefabs or anything and it's tough to get them to work correctly

#

@static pecan the difference is that if the chair is attached to your avatar, you might fly off

#

But then again, they don't forbid chair loops either so

#

It only happens if the chair is not on a fixed joint and not at 0,0,0 on your avatar

#

I hope they will reconsider. I had a lot of ideas for fixed joint setups and vehicle avatars

static pecan
#

was it tested earlier ? i mean the issues they would comming with?

surreal topaz
#

We don't know. They did have a closed beta

static pecan
#

hm... i would like to test this by my self or get answers from people they were able to test this

surreal topaz
#

Well, I tested it a few months back, the last time chairs were introduced temporarily. It worked pretty well as long as you put it at 0,0,0. Putting it further behind me made me fly off fairly quickly. IMO this should be an "at own risk" thing.

#

I think it needs a checkbox or something like that. If you put a chair in your hand you don't want to constantly trigger sitting in it all the time

#

Or maybe self-interaction should be automatically allowed if the chair and its entry point are exactly at position 0,0,0 in your avatar. That would be another way to toggle it.

static pecan
#

i see, but the little risk can not be the reason why they dont make it possible, if you just put a collider on your avatar and forget the "as trigger" check in, you will also fly... what i see is it just needs enlightenment how to do it correctly for everyone who wants it

surreal topaz
#

Yeah

surreal topaz
#

Lol, there's a remark on the public world request history about a world with 743 optimized avatars

#

Message makes it sound like he manually put in the work to optimize it, tbh I am doubtful considering they're game rips that are already optimized

#

Still though, it's good

marsh trail
#

Sounds 'bout right

karmic condor
#

Maybe. Game rips are not necessarily optimized after being pulled out of a game.

marsh trail
#

That does depend on the game yeah

#

If it's from an MMO it'll most likely be separated into sections, or a game with heavy emphasis on customization, that also applies to textures, even though they may be atlased, most will only be per mesh sections, if it is a game with little to no actual character customization then it'll be most likely relatively optimized

mossy solar
#

sees the video what about the people running around with craptons of meshes and materials?

shut sequoia
#

yup

obtuse meadow
#

Hey guys, is the animagion override consideres an aniamtor? Wanna try snd keep it to 1

karmic condor
#

I believe that doesn’t change it

halcyon vessel
#

unity not best engine for physics stuff

karmic condor
#

Real-time anything will always be intensive.

visual tinsel
#

Check out my realtime skinned mesh renderer

halcyon vessel
#

shader that add physic to hair lol

manic owl
#

I do appreciate the video tupper but I do have one issue with it. Last I checked most people that use Dynamic bones don't put them on the entire model. Most people put them on the head and skirt and tail. I kinda feel like this is a rather unrealistic representation of the performance impact per model on an average basis.

mossy solar
#

what's more realistic is running around with crapton of materials since so many people are too lazy to merge materials and meshes

manic owl
#

^^ For sure.

mossy solar
#

if I would've ran into that jerk with over 300 mats I would've just blocked them completely on the spot

#

that's just pure laziness

#

it's easier than ever to reduce your materials and meshes

halcyon vessel
#

material have less empac then dynamic bone

manic owl
#

I would like to see another video where he does the same thing but on like the head/hair and skirt.

mossy solar
#

not when you have people with crapton of materials

manic owl
#

Materials and shaders can really make a bad day when misused.

mossy solar
#

20 pass fur shader!

halcyon vessel
#

just follow tupper video do on your own model

#

then see it

manic owl
#

I understand if its like Dynamic bones on little things sleeves or whatever but putting it onto the entire model is a bit unrealistic.

halcyon vessel
#

show how to open the peformance window

manic owl
#

I already have

#

But my model is not exactly accurate

#

My model not only has hardly any bones for the hair and tail but as a whole is really optimised.

#

My model dynamic bone wise is a rather good if not best case scenario. Kinda can't test it.

#

My hair to is rather short.

#

and some of it doesn't even move and no matter the settings its really stiff.

#

When he puts it onto the entire model legit everything is getting processed like both eyes glasses if he has those in the head and a whole bunch of other stuff people NEVER put on dynamic bones on.

#

Whens the last time you went into the great Pug and saw a bunch of Jelly people waddling around?

mossy solar
#

better chances of running into a 50 material monstrousity

manic owl
#

Lol or a man with shaders from 5fps hell.

safe swift
#

@manic owl what u don't realize that people have more than 100 dynamic bone checks, as per tuppers vid

#

starting from 200 to 1000+ transform checks

amber hemlock
#

Can I have a player mod for “disable dynamic bone on this world”

mossy solar
#

better off with an option like that and a "autoblock avatars with such and such materials and meshes" option

amber hemlock
#

Autoblock based on avatar performance is a terrible idea. Second Life did that and it ruined creativity.

#

They just calculated an overall weighted score and let you autoblock above a given score of your choice

#

And each client could see what % of people in the world was blocking them

#

It was... terrible :p

#

If you want to block people. Do it yourself

amber hemlock
#

Are unused vertex groups still saved by unity? Would it be a micro optimization to delete them before exporting as fbx?

#

like just stuff made to make selection easier

#

no relation to rigging

surreal topaz
#

I don't think Blender exports empty groups

#

And Unity will probably ignore them too

#

You can delete them but there's little point

amber hemlock
#

well i know it exports them because i can reimport the fbx and they're still there

#

just trying to make my avatar load faster

surreal topaz
#

Are you embedding the textures? @amber hemlock

amber hemlock
#

I believe so

#

Wait, I'm not sure

surreal topaz
#

Try not doing that, it will make the FBX larger

#

Unfortunately one of the things that inflates FBX size is embedded media and also shape keys

#

Separate meshes would actually make it load faster

amber hemlock
#

does that work for VRChat?

#

wait there would be no smoothing

surreal topaz
#

???

amber hemlock
#

separate meshes instead of shape keys

surreal topaz
#

No, I mean having the body be free of shape keys

#

While the head still has them

amber hemlock
#

oh, well VRChat rates that badly

surreal topaz
#

Which would require separate meshes so that isn't worth it

#

Yes

#

Just make sure you export without embedded textures and you'll save a lot of time. Otherwise, the texture has to be loaded twice.

amber hemlock
#

Yeah my optimization workflow -> Separate thing to be decimated -> delete it's shape keys -> decimate -> rejoin

surreal topaz
#

I only embed the first time these days to make it easier

amber hemlock
#

What is the point of embedded textuers

#

and how do i make sure it's not embedded

#

i potentially have a ton of stuff to reupload again

surreal topaz
#

Do you use cats export?

#

@amber hemlock

#

If so, look at the settings in the sidebar for a checkbox that says "embed textures"

amber hemlock
#

Thanks

surreal topaz
#

If you use manual export, make sure the path mode is set to Auto in the bottom left

leaden basalt
#

do the amount of bones really matter even if there are no dynamic bone scripts?

surreal topaz
#

Yes, a little

#

But not that much

#

Just remove unused bones in Blender

amber hemlock
#

They still have to be rendered and rendered based on their positions, it would be better to bone merge, especially if they never move independently

surreal topaz
#

I hope Unity 2018 LTS comes out soon!

#

They heavily improved "Optimize Game Objects", which basically makes the bone count nonexistent. In 2018, you can still expose bones that you need, such as the hands to add accessories.

#

That way you can achieve bone counts like "3" on full humanoids

amber hemlock
#

There is a difference between "unused bones" and "bones that are weighted but you never move" Cats will only remove the first category. the second category should be bone merged

surreal topaz
#

Merged with cats I mean

#

Select them and merge into parent

leaden basalt
#

mhmm i can do that i dont use dynamic bone anyways

amber hemlock
#

I swear I learn something new about cats that makes it even better almost every day

#

guess who accidentally saved a dedimcated version of his model overtop of the undecimated one and has no backup <----

steady abyss
amber hemlock
#

"If you don't, I'll know."

median wharf
#

someone tested the hair shader?

amber hemlock
#

annnd i only just now realized the decimate modifier has a vertex group parameter to only decimate verts in that vertex group

#

so i could have been manually making vertex groups that omit knees and such

dark jackal
amber hemlock
#

"Your shirt is missing a triangle" "I know."

dark jackal
#

lmao 😂

surreal topaz
#

Holy

#

I was mistaken

#

"Optimize game objects" is already upgraded in 2017

amber hemlock
#

Does it actually improve performance in VRChat?

#

Discussions about it on old unity seems to indicate it didn't really help

surreal topaz
#

It helps a little

#

It gets rid of excess game objects and also unmapped bones in the model

#

This is a model with only the left wrist exposed to put accessories in

amber hemlock
#

I don't really understand what it does, surely the gameobjects must still be rendered

surreal topaz
#

What it does is make sure the armature doesn't end up taking a lot of game objects

#

And will also prevent "unused" bones (such as face bones) from appearing at all

#

It'll be sorta collapsed into the head

#

Ruuubick used this a while back but stopped when he discovered it disallowed usage of shape keys in animations

amber hemlock
#

do blink and visemes still work?

surreal topaz
#

If you expose the Body then yes

#

Visemes will probably work fine regardless, but animations may not

amber hemlock
#

S'fine i don't use animations

surreal topaz
#

Visemes have a hard reference to the shape keys whereas animations do not

#

The built in blink will probably work as well

#

Side note, this will make it incredibly tedious to use dynamic bone unless used in tiny amounts

#

Since you'll have to expose every dynbone transform individually and the UI is probably worse than the one used for Animation properties

amber hemlock
#

When I joined two armatures in cats, it made a ton of new vert groups:
https://i.imgur.com/GseDPpL.png
And now, the hands no longer move with the arms in pose mode. any way to fix without redoing it?

#

basically i copied my undecimated hands from another blender file and then merged them with cats

#

but it didn't seem to weight them to the new armature

marsh trail
#

You could rename every vertex group (based on the bones present on the main model) and attempt to re-merge it, manually would probably work best in that case imo

magic locust
#

So I noticed something really weird with the poiyomi shader. It seems to double the draw calls and triple the amount of polys being rendered.

patent leaf
#

o.o

magic locust
#

As you can see out of the three shaders poiyomi gives a different result

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This both happens with poiyomi set to double sided texture and single sided

calm spade
#

I've heard often that the poyomi shader was bad for that reason

magic locust
#

Yeah, it's sad because it gives me such a good effect on my Broly Racer

patent leaf
#

How do I bring that menu up, I use poi?

magic locust
#

Window and then profiler

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Or ctrl+7

patent leaf
#

This is big oof, as I use some of the lower settings in there : <

magic locust
#

Indeed, I'll probably start migrating to noenoe or xiexe

marsh trail
#

Hey ruuubick, i've just tried to test the profiler, apparently the only lagspikes that occur whilst having the model selected happens with the inspector in-view

polar bolt
#

Well, in poiyomis, outline is in a different draw call

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And yes in sdk UI drawing has massive lag spikes when avatar root is selected

calm spade
#

@marsh trail So you hide the inspector window ? Is it because it also has to display all the transforms numbers in there ?

polar bolt
#

Don;t know if its from the last one or since 2017

marsh trail
#

My dynamic bones are all separated on a per-root basis, none are listed under standard root

calm spade
#

Sure but the transforms are still updating if you move the entire skeleton, so they had to update and display I think

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If there's any other reason I'm interested

marsh trail
#

That's all that's inside the inspector

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It could be the transforms but the lag is certainly something else

calm spade
#

You haven't tried with the profiler like I suggested ?

marsh trail
#

Drops are with inspector in view from what i can tell

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Oh sorry i missed a value

calm spade
#

Can you send me the ID so that I can try for myself ?

amber hemlock
#

Uuuh, cats is warning me that I have 6 materials (atlaser says i only have 2) and 6 meshes (I only have 1)

marsh trail
#

Oh this happens on every model ruuubick

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I am using the latest SDK and the correct unity version

calm spade
#

Then the problem is most likely on your side then ? You tried resetting settings in unity or looking it up on Google ? Haven't heard of that issue before and there's monstrous avatars out there

heady smelt
#

Sorry for intruding, but does one know how to prevent hair from clipping through the model? I thought adding colliders would fix it, but it still persists.

calm spade
#

Change the colliders / bone values, its made for that

heady smelt
#

Tried that, but albeit, the result still there

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Clipping through

marsh trail
#

From what i'm seeing it's definitively from the inspector and i really have nothing that messes with it o-o

heady smelt
#

Hmmmmm, time to sit on my ass and figure it out than

#

Thanks anyways

marsh trail
still perch
#

or ignore it as no one really cares much cirThink

calm spade
marsh trail
#

I guess i'll have to look it up myself but it's really unusual behavior that never occurred prior

magic locust
#

I've also found that the inspector is sluggish when selecting the root of my avatar

patent leaf
#

Profiler says I have 7 calls, but I can only find 6 :<

marsh trail
#

Prior to the 2017 update that is

magic locust
#

For me it started with unity 2017

patent leaf
#

I don't have DB in my model and Inspector tab drops my frames too lol

marsh trail
#

Aye, it never occurred prior for me

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It is bearable now that i know i can just hide the inspector, but it's horrible for play-testing things whilst changing values

shut sequoia
#

I've been seeing people with pens have super huge bounds. Shrinking down the mesh the marker stuff is on would fix that wouldnt it?

surreal topaz
#

@shut sequoia nope

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The problem is that the marker has to be pretty far away in order to use it properly

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To make the writing stay, the trail renderer is moved very far off rather than disabled

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And the shader makes sure that trails made at very high speeds aren't rendered either

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So by default it's off in nowhere, and it shoots to your hand when activated

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It's actually not on the marker mesh to begin with (most people don't use markers)

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@grim basalt this does not appear to be an optimization question

shut sequoia
#

Hit the Play button and retry? Never seen that happen

pine flame
#

I might just disable the marker on my main avatar until there’s a proper fix for this

surreal topaz
#

There probably won't be one

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Unless they removed the bounds check which is unlikely

heady smelt
#

@shut sequoia you can't really shrink the marker stuff, it breaks the invisible lines and adds a lot of jaggy endsegments to each line

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for now it will make any avatar rate as very poor just by using it once 😐

distant forge
#

You can use a vrc inventory system emote toggle to turn the pen on then you can draw with it

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I usually do that, though you have to be careful to reactivate it for late joiners or maybe make the pen gesture trigger the enable animator instead of using an emote

sudden jewel
#

@manic owl I shoved it on the hips to simulate more players than were actually present. That's why I phrased all of my references to the total number of DB transforms in scene rather than the number of avatars.

shut sequoia
#

" There already is one. If you're farther than 20m away from someone, it does not animate. " What about while looking away? and what's 20 meters ingame look like, any examples? I'm already terrible with eyeballing distances

sudden jewel
#

@marsh trail Lag/FPS spikes in editor literally don't matter. What matters is frame timing on things that aren't marked as "Editor Overhead", which you figured out. You can also look at timings for render time and the DynamicBone scripts.

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@shut sequoia 20 meters is 20 meters. /shrug

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They also don't animate if the user is culled (as in, you're not looking at them)

shut sequoia
#

oof, bounds RIP

sudden jewel
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My avatar is about 1.6m tall, so 12.5 of my avatars.

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Yes, that's why bounds are important haha

shut sequoia
#

Oh that's really far, damn

sudden jewel
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It is, yes

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Might be cool to do a gradient thing. Cap DB UPS at 15 if you're 20-15m away, cap at 30 if you're 5-15, cap at 60 if you're within 5m

shut sequoia
#

You can't even see that very well when in VR, would reducing that help at all? I'm guessing only on large maps without lots of walls, like outdoor ones

sudden jewel
#

🤔

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yeah it'd help a bit. we'll likely do something like that once we do a pass on DB perf.

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Its next in line after we get networked IK sorted. 😄

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Also need to fix the behavior where it tries to catch up over lost frames.

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Right now that basically causes a positive feedback loop of frame timing.

shut sequoia
#

🤤 We'll probably never get rid of excessive DB but at least stuff like that will help

sudden jewel
#

DB says "FPS is lower than my update rate, so I'll do 2 updates next frame." DB goes next frame: "FPS is lower than my update rate, so I'll do 2 updates next frame. Oh, and I still have 2 updates queued from last frame." etc etc

tired badger
#

I'm working on getting my world ready for resubmit with over 100 avatars. I think i'm about there but could use a rescan to see what i missed. Is there a way to get that done without submitting, failing, then waiting 24 hrs?

sudden jewel
#

sure, give me the ID here or via DM

tired badger
#

wrld_a76ae32e-42ad-4a1d-84e7-8d5e029932be

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this is test version.

sudden jewel
#

Running scan

tired badger
#

thanks a ton.

#

i'll basically delete the ones that won't pass and get it submitted for live.

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After uploading to the main ID

uncut maple
#

i wish i could optimize avatars

tired badger
#

What's preventing that?

uncut maple
#

my knowledge of avatars

heady smelt
#

@distant forge yeah but I don't want the whole inventory system for just a marker ... -__-

sudden jewel
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@halcyon vessel unfortunately it looks like some of that asset requires scripts

tired badger
#

Also Tupper I plan to replace IDs over the next few days on my world. But I am optimizing and removing colliders on everything for example. Will this cause issues ?

sudden jewel
#

It shouldn't as long as you're ensuring you're below limits.

tired badger
#

100% am only uploading after it's optimized.

sudden jewel
#

I've caught a handful of people uploading bad avatars after being approved. They were suspended from world submission for a month. cirno_angery

tired badger
#

ya that's why I ask cause I don't wanna have that happen to me.

heady smelt
#

oof KeepItBan

sudden jewel
#

All that effort to work around the avatar test and they could've just, you know, optimized

uncut maple
#

hopefully it never happens to knuckle avatars 😎

tired badger
#

example i just atlased a 20 material into 1 and got bones down to 60

heady smelt
#

yeah that gaming the system and they know it

sudden jewel
#

nah, uganda is actually well optimized

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good job knucks ugandan_knuckles

halcyon vessel
#

@sudden jewel oh ok

uncut maple
#

not uganda 😅

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the first knuckles world before trap chans

halcyon vessel
#

yea knuckle made best avatar maker in vrchat

uncut maple
#

after***

sudden jewel
shut sequoia
#

I wish I could be the one to push the "ONE MONTH SUSPENSION" button

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I'd pay to have that job

uncut maple
tired badger
#

gotcha most the ones i expected from what i see.

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Is that the whole list? Feel free to DM full list and/or excel doc of it? I am labeling and tracking everything in my Google documents.

sudden jewel
#

It is the full list. I will DM you a CSV.

tired badger
#

You can keep that there as an example I don't care if that info is public for others.

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thanks

shut sequoia
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damn just 15-ish more 👌

tired badger
#

oh wait that is a full list of just the offending ones right?

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cause i have wayyy more than that in there was confused

uncut maple
#

sadcate dynamic bones 2.0

sudden jewel
#

That's all avatars in the world with any duplicate IDs removed.

tired badger
#

Thanks

halcyon vessel
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wonder if hair animation shader be less cpu then

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bone

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if somone could make hair shader has animation less cpu usage think people would use that

ancient crystal
#

where u get that list oof

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is it from all reported users or just a survey of peoples avatars

shut sequoia
#

That's the list the Tupbot9000 spits out when it scans a world

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they use that to approve/decline world, he just wanted a list so he can fix his avatars before uploading so it doesnt get declined

empty pier
#

@halcyon vessel The problem with GPU based physics is that the most efficient way to apply the deformation is in the vertex shader. However this requires custom shaders and anyone writing their own shaders needs to include the deformation code in their shader's vertex shader.

cursive matrix
#

I remember people talking about the idea of making something like gpu dynamic bones, but if i remember correctly they mentioned getting the calculations from the gpu to the cpu would probably not be any faster than dynamic bones currently

There's also the problem that without blit we'd have to use cameras

empty pier
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You could do the calculations on the GPU, then read them back to the CPU and apply the transforms but reading data back from the GPU is slow.

cursive matrix
#

yeah

uncut maple
#

Hello TCL how are you doing, havent seen you in ages

empty pier
#

@uncut maple Pretty good, I'm on vacation in Japan right now.

uncut maple
#

sounds fun, hope you like it

empty pier
#

It has been so far

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How are you doing?

ancient crystal
#

does unity even give u gpu access besides shaders

#

no

tidal peak
#

ok

empty pier
#

@ancient crystal Yes, there's compute shaders.

ancient crystal
#

avatars that are extremely very poor

heady smelt
#

@ancient crystal define GPU access?

ancient crystal
#

access to run instructions on the gpu in a script running on cpu

uncut maple
#

@empty pier not bad just chilling, i have been chilling, i dont touch vrchat files anymore

empty pier
#

That's basically a compute shader.

heady smelt
#

@ancient crystal ah okay, shaders and rendertextures pretty much so far

empty pier
#

Compute shaders are flexible enough to run arbitrary code, within the realm of what GPUs can do at least.

heady smelt
#

we can't use them in vrc without scripting though right?

empty pier
#

Correct

heady smelt
#

but the question was unity, so yeah

empty pier
#

You need scripts to allocate and populate buffers, as well as dispatch the compute shader.

distant forge
#

a wavy hair shader could be fun. I think you might still want a tiny dynamic bone chain to learn about velocity and acceleration but apply that chain as offsets to all the hair vertices.

ancient crystal
#

but the issue is that first of all using dynamic bones like cloth would be much much slower

heady smelt
#

@distant forge but ... my 90 frames ...

ancient crystal
#

the cloth calculations are already a lot faster than each dynamic bone transform

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so imagine 900 dynamic bone transforms

heady smelt
#

true but people put cloth on high poly meshes @ancient crystal

distant forge
#

Might be possible to do without render textures by making each hair polygon a tri with the actual position and the two bones in the dynbone chain and some vertex color or uv information to include how far down the hair it is (how much to amplify the waviness)

ancient crystal
#

as opposed to 30 cloth verts

#

yea but they said

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"put a dynamic bone for each vertex"

distant forge
#

No it would just be 2 or 3 dynbones and the shader uses a single dynbone to skin all the hair like wind information in a grass shader

ancient crystal
#

um thats already possible

empty pier
#

Is Unity's cloth CPU based?

ancient crystal
#

its called weight painting

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u literally just use smoother weight painting

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and use like elasticity curve or something

#

cloth hair also works pretty well if done the right way

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ive done it pretty well with long hair but it takes a while to make it less buggy

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^

distant forge
#

Hmm interesting maybe that's sufficient. People have like 5 front hair strands and two back hairs chains and they all have their own dynamic bones. Should only need a few for the whole avatar for simple waving

ancient crystal
#

yea but also

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dynamic bones is not cloth

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its a major distinction

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no matter how u set em up they won't act the same

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so cloth hair and dynamic bone hair are very different

heady smelt
#

@empty pier I think unity cloth is the physx one, maybe you can confirm

ancient crystal
#

cloth hair can be brushed and picked up like actual hair and has more realistic gravity

distant forge
#

If it's physx shouldnt it be able to run on the gpu

ancient crystal
#

as a fallback it might lag more, be a bit more buggy, and collapse in on itself

empty pier
#

@heady smelt Seems plausible, which would mean it's CPU based.

heady smelt
#

@distant forge depends on how they iplemented it

halcyon vessel
#

but if vrchat could get good shader programer to make them one might be less people use dysamic bone for hair

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then just use shader

ancient crystal
#

dynamic bones are for more cartoonish hairs that are just wavy and wiggly not really interactively realistic

heady smelt
#

I think they store all the points in a texture, just like the vanilla particles

ancient crystal
#

yea but its still a shader

heady smelt
#

but solve for colliders on the cpu

ancient crystal
#

unless they make a "one shader fits all"

#

what if i want toon shading with a custom ramp

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or standard shading with rimlights

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etc

empty pier
#

Unity doesn't use GPU PhysX as far as I know.

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Not built-in at least.

ancient crystal
#

if the cloth did i think everything else would have to also

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unless it did cloth simulation separately

#

which it already does but like

heady smelt
#

oh, GPU physics ... I get ya now >.<

empty pier
#

If the deformations were applied in the vertex shader then VRChat would need to provide an include file for shader writers to use to add the same functionality to their shaders.

ancient crystal
#

yea but like nobody would do that

heady smelt
#

yeah it's hybrid, the shaders read from textures and do some work, but the heavy lifting and rigid body colliders is CPU afaik

ancient crystal
#

unless ppl givin em out

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like portal shader for example

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ive never seen people with portal shader use any other materials than raymarchers theyve made (or gotten online) or toon shaders

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even tho i expected to see other materials like standard or lux

heady smelt
#

the portal and the mirror shader should be part of the SDK if you ask me, but it's up to vrc ... you can get both if you look around a little though

#

I don't think people should mess with portals though, they should all look the same so the language is clear

empty pier
#

It wouldn't be too much effort on the part of the shader writer to add the include and call the appropriate function to calculate the deformation.

ancient crystal
#

yea but for people who just re upload crap

cursive matrix
#

I think they mean stencil portals

empty pier
#

VRChat would have to provide the include and instructions for shader writers.

ancient crystal
#

or like the bunch of people who hate or don't even want to use blender for some reason