#avatar-optimization

1 messages · Page 43 of 1

cold lark
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Is there a reason why Particles with Velocity Over Lifetime where Space is set to World doesn't actually set it to World?

patent inlet
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How the hell do you even get the poly count so high, I feel like you're trying to break a record at that point

heady smelt
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355 million is my record in unity

patent inlet
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HOW

leaden carbon
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Could someone @ me I’ll be gone after posting this for awhile. I have a question and it’s that when I move my object with armature in it some of the parts I didn’t weight paint move with it as well. Like I’ll move the arm but the hair comes with. Can anyone help me?

sweet mason
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bad weightpain or wrong parented bone

simple steppe
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Hello everyone. I got a question for some here, but I am not sure if this is the right channel for it??? I just got done with a texture atlas on a model. Material works and all. However, when I export it as FBX and place it in unity. The model is non-existent (no invisible material). Nothing... I would appreciate the help.

leaden carbon
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Thanks

hoary juniper
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@simple steppe Make sure shader is an Opaque or Cutout one and the material's Colour is not transparent

midnight birch
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Heya guys, new here so I apologize if my question is a little bit simple but I need some help with my model. My model has a skirt but the material it is made from seems to be a bit stiff, and my characters legs clip through it. The skirt is a separate object from the rest of the characters body, I don't know if that's related but figured I'd say anyway (I have both Unity and Blender). Any and all help will be appreciated!

storm raptor
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For future reference, this is not really the right channel for that type of issue, but I'm not really sure which channel it should belong in.

As for resolving it, that depends on how the skirt movement is done.

woeful ember
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if you wanna prevent clipping you wanna weight paint the skirt to the thigh bones
if instead you simply want some movement to make it more natural try incorporating dynamic bones

storm raptor
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If it uses dynamic bones, lowering the rigidity and adding dynamic bone colliders on the character's thighs should work.

If it uses Unity's cloth component, you can add colliders to the cloth component.

keen osprey
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i was able to crunch down quite a bit on this

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reason why it was so high is due to substance painter liking lots of seperate materials

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i think i can get it even lower

sweet mason
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55 wow

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depend what kind of shader you wan tto use.

keen osprey
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Rero standard

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Or xiexie

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Current textures I'm using is Diffuse, Normal, Metallic, Roughness

magic locust
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Rero standard is so good

clear pelican
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Can anyone help me with getting my avatar Quest ready? I have no modelling experience. My avatar is 8k with 2 materials

surreal topaz
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Has anyone ever successfully manually atlased normal maps?

solid smelt
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Yeah just have the normal maps as the main texture on the model then bake that with the same UV you baked the albedo on.

marsh trail
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I did

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Manually positioned them to the correct locations personally

surreal topaz
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Alright, thanks. I only ever saw people mention it but never heard of people actually doing it

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Just wanted to ask for advice for stuff to look out for, I'll try that thanks

marsh trail
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Also did it for other kinds of maps, without any noticeable issues, such as emission, specular and so on so forth, obviously if you want to use different values for different areas you'd need to keep them un-atlased, but other than that they should work just fine as the UV mapping will be identical

pine flame
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Make sure you use the base normal map color for places that don’t have a normal map

surreal topaz
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Oh yeah, that too

sweet mason
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I could

keen osprey
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@surreal topaz i did it with cats

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EXSGT basically summed it up well

cyan sonnet
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Hi

covert peak
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hi

ember ibex
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what is the maximum allowed atlas resolution? I have a feeling vrchat is downscaling my textures

still perch
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there is no limit, however you should not go higher then 4k if there is no absolutely needed reason

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make sure that you set unit's settings to the right size of the texture tho

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Unity does not automatically do that for higher rez textures

magic locust
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I've found that baking the atlas at 4k and then using unitys downscaling works best

ember ibex
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yes, I am using a 4k atlas, but the max size for the texture was set to 2k in unity settings

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setting it to 4k fixed the issue

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thanks for the help

heady smelt
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Hey guys. How do I get my avatar to have glowing eyes and parts? Is there a sertain program or edit I need to use?

marsh trail
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Emission, which is an option on most shaders

shut sequoia
pine flame
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Unity’s maximum texture resolution is actually 8k, and anything above 1k I’d recommend compressing

surreal topaz
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You mean crunching?

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I recommend that too

sweet mason
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The eyes need to be assign to a différent material.( if you want another type of effect)

dark storm
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actually you can use emission mapping on the same shader if it allows it, and keep it on the same material

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depends on what kind of effect you are going for

surreal topaz
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Yeah you don't need a separate shader for emission

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Just make an emission map, it's really easy to make

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Pretty much every shader supports it

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@sweet mason

muted ledge
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how do i make my tint color to hdr?

mellow pike
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i cant figure out how to join materials.... i have 19

sweet mason
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they have the same texture ?

mellow pike
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ya 3 face texutes

sweet mason
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show a screenshot or something. that help to see

mellow pike
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im doing this in blender so one sec

patent leaf
mellow pike
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got it thanks

storm ingot
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@muted ledge i do it by setting the brightness over 1 (so 1.05 etc (basically brightness to 105+%

vocal panther
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importing the FBX to blender causes this...

shut sequoia
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He should be able to join all those meshes in Maya I'm assuming

vocal panther
shut sequoia
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And atlas, etc

vocal panther
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you cant join them within maya without losing weight painting

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according to them

still perch
calm spade
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Do the mesh joining in blender then ?

vocal panther
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It scuffs it to hell if exported as an FBX then back to unity

calm spade
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How so ? What is the file extension from maya ?

opal pecan
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Is blender losing object level transforms on the import or something?

vocal panther
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the export from maya is an FBX. I'm no sure why it gets so offset in blender atm.

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Even opens perfectly within windows 3d paint

vivid crest
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I haven't had any issues exporting from Maya to blender

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@vocal panther this is how you combine meshes and keep weights/skins. it can be iffy and break things. make sure you have a backup

sweet mason
woeful ember
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perhaps you are using dynamic bone limiter? or maybe it's a dynamic bone script version issue
besides that make sure you have the correct unity version 🤷

sand oak
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do you have t hem disabled in-

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yeah, what rappy just said

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there's a dynamic bone limiter in the security tab now

sweet mason
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🤷 give up i guess

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but you should have max 32 transform still or people wont see it move ether

sand oak
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at least people who also have that setting active

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like me

sweet mason
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I think its mosly material that kill the performance

sand oak
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well afaik it's mostly dynbones and everything that runs primarily on the CPU

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because multithreading and such

surreal topaz
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A lot of stuff can kill performance

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The dynamic bone limiter in its current state ensures that people will keep asking this question over and over again

heady smelt
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guys why i upload 4/5 avatars and i see only one?

limber vale
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@heady smelt did u upload them using the correct unity?

heady smelt
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yup ^_^

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but it dosen' work-_-

limber vale
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did u ever see them before?

heady smelt
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no

limber vale
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than something went wrong either, u didnt upload them using the correct unity version or there was something on the models that caused them not to upload

heady smelt
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i use the 2017.4.15f1

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is the corect version?

limber vale
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mhm, i would try reuploading them

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maybe in a new project. but idk why it would show up in the skd upload menu and not in game

heady smelt
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i upload them when the game dosen't runing i open and it dosen't work

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so...

surreal topaz
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You're probably logged into the wrong account

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Do you have a more complete unity window screenshot?

limber vale
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^ could be

heady smelt
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i have only one accaunt

surreal topaz
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As the SDK tells you several times

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You have to use Unity 2017.4.15f1. Do not update if it prompts you.

limber vale
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he was using .25 big rip XD nice catch @surreal topaz

heady smelt
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I USE THIS 2017.4.15f1 VERSION

limber vale
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look in the top left

heady smelt
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fuck

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ok now i kno the problem

surreal topaz
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You probably updated when it asked you to

limber vale
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uninstall unity, than download the correct version, easy fix

heady smelt
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ok i have auto update in the Windows option this is the why

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now i dawnload the correct version

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ok i have the correct version but i open the wrong one

limber vale
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uninstall the other version

heady smelt
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now i know the why

limber vale
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because u still have the one installed?

visual scroll
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so i removed snail marker to improve avatar rank, decrased dynamic bones transforms to 31, but they still wont work with Dynamic Bones Limiter turned on
Is there any reasons for them to not work?

surreal topaz
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end length counts @visual scroll

patent leaf
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I've seen that said couple times but I haven't got that reflect onto me
Re-read, quickly read past the limiter part =.= Although end length is not counted to my total transform and it keeps me still at 16

marsh trail
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The limiter takes end lengths into account in its calculations, but the avatar stats menu does not

surreal topaz
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No

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This does not appear to be an optimization question

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You have mesh colliders on planes and quads usually

nocturne quarry
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I have a quick question if anybody knows: Does GPU instacing actually increase performance?

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Or affect it at all?

pine flame
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Yes, it decreases load on the cpu

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Draw calls are expensive in VRChat

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So it’s faster to batch up materials and send them in a single draw call (well plus one for each light)

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If you have 20 materials for instance you definitely want them batched

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Keep in mind only identical materials can be batched so remember to atlas anyways

patent leaf
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I guess it really makes more sense for public avatars and worlds

gleaming yacht
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@pine flame You just conflated Batching and Instancing.

surreal topaz
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@nocturne quarry since this is the avatar optimization channel, it should be noted that GPU Instancing pretty much doesn't work on avatars.

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Well it does, under the right circumstances. But those circumstances are very rare.

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Any kind of batching or instancing won't work on skinned mesh renderers, which most avatars are.

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So it only works on non-skinned meshes, and only if you have multiple objects that use the same mesh, and at least use the same shader (preferably the same material). As for them having to use the "same" shader and mesh, this makes it very unlikely to work across two avatars. Every avatar will have their own instance of the mesh (and probably the shader too, if not using Standard)

pine flame
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@gleaming yacht my bad, I kind of assumed they meant batching for some reason

surreal topaz
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Oh, one thing I forgot to mention is that GPU Instancing will probably work if the avatar is cloned or two people are otherwise using the same avatar with the same ID.

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Since cameras seem to share render textures too

gleaming yacht
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I am pretty sure light probes break instancing until unity 2018

surreal topaz
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Ouch, you're right

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The manual says "if the object is affected by different light probes or reflection probes, it cannot be instanced"

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So that leads me to think instancing will only work if each mesh shares the same anchor override

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Because being off by even the tiniest bit will change the light probe data

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And therefore that makes one more situation where you can't realistically use it across avatars, and if it's on the same avatar object you are generally better off merging the meshes anyway

past hull
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I'm having a really specific issue with performance on certain ps4 model rips, the models them selves half my frames from 90 to 45 on use but I have done what I can to optimise including atlasing textures down to 3-4, removing excess bones, no cloth or dynamic bones, decimating to 70k, standard shader with a single texture only and no particles. I'm really stumped and willing to take any suggestions.

woeful ember
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it might be relative to the head geometry collapsing to one point

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it does cause performance loss that varys from avatars

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aka for first person view the head geometry is collapsed to one point

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i still haven't bothered testing for the specific cause cuz lazy

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but technically it isn't halving your frames since that is just due to Async kicking in

surreal topaz
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Oh yeah, the head bone shrinking is a good point as well. But why would that cause issues?

past hull
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If that would be the case, how could I resolve it?

woeful ember
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it does cause performance loss on GPU i'm unsure why exactly

surreal topaz
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I'm pretty sure it's worse than just going from 90 to 45 though

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I can't imagine why shrinking the head bone would cause issues, unless you have a lot of bones there or tons of vertices. If you're within the poly limit and already merged the extra bones it shouldn't matter either

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I do think it may be a face bone related issue since those models have tons of them. You may want to do more tests with models that have most of the bones stripped out.

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The faces bones are attached to the head, and it seems the game on occasion may un-shrink children of the head if they're far enough

woeful ember
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i had this issue present on an avatar with probably like 20-30 bones with maybe like 5k verts i guess

past hull
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I have, for example the DBH models with 100 face bones cause no issues,

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hmm I see

woeful ember
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i need to actually conduct tests for it though to figure out the exact cause

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but simple moving the head bone for the point of collapse can improve performance even if it is just a slight adjustment

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anyways @past hull have you tried different shaders or just the standard?

past hull
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I only really use standard, but I did experiment with others but same results

woeful ember
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well if you've experienced this issue without anything else taxing performance then perhaps it is the head geometry collapsing at fault

past hull
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Possibly, how did you fix that then?

surreal topaz
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If holoport locomotion weren't completely broken you could probably test it using that.

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But unfortunately holoport cripples framerate right now

woeful ember
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so i don't have a way to really "fix" it as i don't know what exactly causes it
but moving the head bone in Edit mode in blender can help

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but to see if it is causing significant loss just simply take the geometry connected to the head bone plus children and move it away from the head

past hull
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I'll give it a go now

surreal topaz
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Ohh, maybe you can weight the whole head to the neck instead

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Just use cats to merge the head into the neck then make a fake head bone

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Just as a test

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It'll block your view completely but at least you can test

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I've seen people lag me by putting all of their ~65k vertices on every single lipsync viseme, so it's not too far out there that the head bone scaling could be causing a lot of extra CPU time on the mesh skinning process

woeful ember
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the performance loss is GPU

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i had a 980 ti for example and got a loss of around .3-1ms

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maybe there is CPU loss i dunno but i was intentionally bottlenecking my GPU during some of the tests

woeful ember
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so it is probably worth noting that the geometry doesn't get collapsed even when weighted as long as the geometry is away from the head bone as i believe it does some sort of check

past hull
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@woeful ember can confirm the head bone was the source of the lag

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with the vertexes out of range , I don't get dropped anymore, I just need to find a sweet spot fix then

cedar ice
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I seem to be having a problem with optimizing my avatar's meshes. The person who made my model used the transform tool, so it appears only half the mesh exists. How should I fix this?

brisk fossil
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relou

sudden zodiac
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@cedar ice You could use the mirror modifier to get the other half

cedar ice
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And how do I do that? This is my first time using Blender

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While I use Unity on a daily basis for work, I haven't worked with models in Blender yet

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Never mind

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And since there's likely to be people wondering...

woeful ember
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@past hull good adjust the head bone and fix weight painting if necessary
just be aware that simply adjusting the head bone might not fix it in its entirety

cedar ice
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I clicked the show mesh button, went to the Options tab on the left, and clicked "X Mirror" and "Topology Mirror"

woeful ember
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you can also use the mirror modifier @cedar ice

cedar ice
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Well, too late

woeful ember
cedar ice
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Thanks

woeful ember
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so @cedar ice it sounds like you mirrored the mesh in edit mode which will probably ruin the shape keys to some degree
to avoid this use the modifier or mirror the mesh in object mode ctrl+M - X

cedar ice
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I had a version of the file backed up

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So I was able to fix a mess I made with two of the meshes

woeful ember
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you can also use Ctrl Z to undo fyi and Shift Ctrl Z to redo

cedar ice
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Now, how do I fix the materials? The atlasing tool is different from the video

woeful ember
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use shotariya blender addon to generate list and pick the mats to join together

cedar ice
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That's the one I'm using, and the one from the video

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But the "generate atlas" part is replaced with "save atlas to"

woeful ember
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it should be rather straightforward after creating the atlas there should be a combined image in the directory of the blend file

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i might have a slightly outdated version of it tbh so idk

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save atlas to should work fine

cedar ice
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Is it normal for all textures on the model to disappear?

woeful ember
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i imagine they give you an option to select the directory now

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No

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well you are in textured mode still right?

cedar ice
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No, the model was made with only materials

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oh

woeful ember
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scroll down and you should see the texture location fyi along with the textures assigned to the material at the top

cedar ice
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What if the model had no textures to begin with, but just materials?

woeful ember
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there should be textures assigned to the material unless you're dealing with a file with only geometry data

cedar ice
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That's exactly it

woeful ember
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but yeah you can manually assign textures in the slots for said material

cedar ice
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Should I upload the Blender file?

woeful ember
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nah

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did the person provide you a blend file? or anything else?

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a .fbx imported should do textures aswell i believe assuming you put the textures in the same folder or whatever local folder it is expecting

cedar ice
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Just the .blend file

woeful ember
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🤷

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the textures can be packed into a .blend file but since you don't see any i assume they didn't

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so manually assign textures assuming you have em

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if you're still lost give me a screenshot

cedar ice
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It seems to work, now I need to import it into Unity

woeful ember
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great

cedar ice
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Is there a way to embed the textures into the file?

woeful ember
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with .blend yeah but there is some complication with importing it into unity

cedar ice
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It doesn't seem to want to show the textures in Unity

surreal topaz
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You can also embed in FBX, check export settings

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Path mode copy, the icon checked next to the path mode

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Or just import the textures into Unity first in a "Textures" folder, separately.

woeful ember
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ah can you embed it directly into FBX?

cedar ice
woeful ember
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ah never seen that before neat thanks @surreal topaz

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and yeah the texture can look like that @cedar ice

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i can't say for sure without seeing the model though

cedar ice
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Okay. Well, it's not showing the textures on Unity

woeful ember
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yes you gotta assign it to the material

cedar ice
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Which it looks like I did

woeful ember
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🤷

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it should show something assuming it has a UV map and you are applying it to the correct material

cedar ice
woeful ember
cedar ice
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Nope

woeful ember
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after applying those settings you can find the material for it in material folder

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click it and assign the texture to albedo slot

cedar ice
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You're a lifesaver

woeful ember
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anyways you're probably gonna want a different shader than Standard

cedar ice
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I'll worry about it once I get the avatar and bones fixed

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The person who made the avatar acknowledged he named the bones wrong

woeful ember
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alright

cedar ice
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So now how do I move the model and bones as one? The feet are below the ground

woeful ember
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move the hips up in the rigging section*

cedar ice
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I'm talking about in Blender

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The whole model and rigging are both below the ground

woeful ember
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just move the armature up and it should move the model aswell

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after moving it up you can press Ctrl+A to apply location

cedar ice
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How? All I can do is move the model

woeful ember
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oh

surreal topaz
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Enter pose mode in Blender and move the hips up

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Or move the armature

woeful ember
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press G to move it

surreal topaz
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It might have a transform lock in the right sidebar

woeful ember
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you can press G and bind it to an Axis X/Y/Z

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aka press G and X to move and bind it to the X Axis

cedar ice
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Rest Position is enabled

woeful ember
cedar ice
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Welp. I'm on the verge of giving up. I tried using Fix Model, but it deleted the hand bones.

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Maybe someone with more experience can fix this.

woeful ember
cedar ice
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I'm really desperate for this to work, so much so that I named the file alyssapleasework.blend

shut sequoia
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Lol my unity file was acting up and I named the project last year "fuckunity" and never changed it, still the same name

woeful ember
heady smelt
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90% of my project names have fuck _______ depending on what isn’t working for me that day

surreal topaz
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I prefix my test projects with _Test so I know I can safely delete them

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Usually just random asset imports or fooling around

sweet mason
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Since am not attatch to my models that much i often create a new one with less asset. And with the quest. The less asset the faster you can switch betwin

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I put like 1 or z infront so easier to find with blender

vale monolith
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FUCK

lean relic
tropic rapids
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@lean relic that would be an animation thing likely.

heady smelt
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A fixed joint @lean relic

fleet steppe
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I think that happenes after you use a seat

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Oh, wait. that happens when you're using a fixed joint after you use a seat

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James already isn't using a fixed joint, I now gather

astral pumice
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aight, so I have a problem, when I try upload my avatar it says: The following component types are found on the avatar and will be removed by the client: Spriterenderer. Where can I find spriterenderer, idk even know I had it

amber hemlock
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When I texture atlas my avatar I’m getting a slight blur in the textures and I can’t figure out why. I’ve made sure the source and destination pixel densities are exactly the same

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Same exact coordinates even

surreal topaz
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Don't spam across channels lol

amber hemlock
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Like copying them in an art program results in conserving the sharpness but not when blender bakes it itself

surreal topaz
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If you bake there's gonna be slight quality loss unless you make the UV's a little bit bigger @amber hemlock

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I'm making an addon that automatically resizes and arranges UV's for manual atlasing and by default it makes them 10% larger than they have to be

amber hemlock
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There’s. No lossless bake?

surreal topaz
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Well baking isn't lossless because it's a bake/render

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There's bound to be artifacts if you don't make it even slightly bigger

amber hemlock
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Like the way I’ve set it up it should just be a 1:1 pixel move

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But I’m getting saturation loss and bleed anyway

woeful ember
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sounds kinda like compression

amber hemlock
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It’s a one so it should be lossless but I guess blender doesn’t move pixels it samples from interpolation between pixels and gets rounding errors

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I’ll just move UV islands in blender by whole pixel amounts and manually do the same in gimp to make sure it all stays sharp

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Just wish there was an easier way to do it losslessly

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But I guess all of Blender’s UV tools were designed around the idea of modeling before texturing which is understandable

surreal topaz
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Yeah it doesn't actually move pixels

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It just "bakes" them sort of

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Well that's exactly what it does

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That's why I don't recommend atlasing with UV's that are exactly the same size (or smaller), and why I don't recommend atlasing something that has already been atlased before.

amber hemlock
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Thing is cats does it losslessly

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So they are doing something different

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Cats really does just join images

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No loss in texture detail

surreal topaz
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Cats stitches the textures together yes

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While Blender baking, well, bakes

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I think material combiner only bakes for solid colors

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Or maybe just hand-draws a color

amber hemlock
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Trying to figure out how to pad my atlas up to a power of two in blender so unity doesn’t do it. Unity’s “to larger” introduces artifacting too

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And mipmaps + non power of two only works uncompressed which makes my model take a long time to load

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So ironically increasing my texture size will make the download smaller ...

surreal topaz
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The automatic material combiner can pad it out

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And when manual atlasing it's a moot point

nimble ingot
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I'm planning on doing something with Behavior Keyframes, but before doing that, there's something I want to confirm.
Right now, my avatar looks a little something like this:
http://prntscr.com/njn7j1

The idea is that I'm going to create a behavior keyframe that switches from the active game object being just Body, to Body Black, turning off Body and only having one mesh active at a time.
Unfortunately, each of these uses a material to do so. So my question is:

Do disabled game objects still process draw calls? I don't think they do, but I want to be sure before creating a laggy monstrosity

Lightshot

Captured with Lightshot

surreal topaz
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Disabled game objects do not take up drawcalls

nimble ingot
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Awesome, thank you.

surreal topaz
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And will essentially not cause any performance issues

amber hemlock
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They only thing they do is make the avatar download take longer. Disabled meshes and assets are still downloaded as if visible

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So it’s still better to delete them if they are never used

surreal topaz
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And every game object adds a slight bit of loading time after it hits 100%

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But I'm assuming all of these meshes are actually used in animations so no worries

amber hemlock
#

Is the “armature” gameobject necessary? Cant just be Model/Body and Model/Hips

surreal topaz
#

Well that's just how Unity imports it

#

It is necessary because the only way to get rid of it is by using Optimize Game Objects, which only works with animations and breaks the IK.

#

There's probably no way around that unless Final IK completely reworked itself to only use humanoid, even then I don't know if that's possible.

amber hemlock
#

Is a model import the only way to get humanoid bindings? Can’t make a pile of unity game objects humanoid without temporarily using model import as a stopgap and the deleting the mesh?

#

Trying to see if I can make an humanoid avatar 100% within unity no blender or fbx import

surreal topaz
#

Well technically you can, you can also generate meshes in code for example

#

You could manually make an asset file with editor scripts perhaps

#

Or forcibly make an "avatar" out of just a prefab

dark storm
#

there is a reason 3d modeling software exists, it's an interesting project trying to make an avatar out of just unity parts cobbled together, but it would likely have extremely bad CPU performance issues compared to the standard workflow.

Plus, using 3d modeling / animating software means you get to use their more advanced suite for making animations. I personally like to make all my bone-transform based animations in blender, and then edit the animations in unity if I need to add extra gameobjects turning on and other unity based stuff. I guess that's a topic for another channel though.

#

another comment on needing the armature, I'm pretty sure you can't paint bone weights in unity, so you'd lose out on that as well.

nimble ingot
#

One more question regarding behavior keyframes and making sure I'm not making a lag machine. I had to add additional animators, specifically, 2 per object in order to function. However, these animators are disabled until it's time to use the behavior keyframes to make a switch for 30 frames, then they turn off again. These disabled animators shouldn't have a performance impact right?

wheat aurora
#

nah, you should be fine
even active ones wont matter much
it all comes down to how much stuff they're animating

young tulip
#

anyone know the loading time difference/performance impact between about five materials with 1k textures vs five materials with 4k textures?

#

mostly looking for a ballpark if no one knows off the top of their heads

still perch
#

4k textures should only really be needed for atlases and of those max 2

#

5x 4k textures are gonna be a huge ram consumption (dunno about how bad the decompression/loading time would be as a comparrison)

fringe wigeon
#

i have fixed model and merged all possible bones but i still get this

#

my bones down to 91 from 187 but yet it still says i have 22 of thise bones

#

that thing is the only red thing and it dosent even show on unity , i got good performance overall on unity whenever i upload it after i fixed models bones

sweet mason
#

since there is 2 collider you double or even 4ple the collision check

fringe wigeon
#

ok so how do i fix that

#

where so i remove the colider?

#

is it in the dynamic bone ?

#

in unity

#

omg i found it yes i hand 1 fonger from each hand as coliders for 5 dynamic bones i removed them and now its 0 bone colidsion

#

yay

dark sigil
#

👌

amber hemlock
#

If I compress a texture does it actually take up less memory or is it just faster to download but it uncompresses locally?

surreal topaz
#

Crunch compress you mean?

#

If you compress the PNG itself literally nothing will happen

#

If you make the asset smaller by changing the import settings then it will take up less RAM @amber hemlock

#

But crunch compressed stuff does not take up less VRAM, only regular RAM

amber hemlock
#

I padded my 3500x3500 texture with transparency to make it 4096x4096 so can be compressed while using mipmaps. This made the file size less than a third seemingly for free. By making the texture BIGGER. Was there a downside here?

surreal topaz
#

No

amber hemlock
#

Cool beans

pine flame
#

Powers of two texture sizes help in a multitude of ways

amber hemlock
#

If you have non power 2 of with mipmaps the file size is insane

#

I think in power of two the mipmaps are free or something

surreal topaz
#

They're not free but they're cheaper

#

It's just a limitation of texture formats understood by the GPU.

#

There is no compression method that supports non-POT and mipmaps.

#

So always keep your textures in powers of two when you can

prime beacon
#

fyi, dont even bother optimizing DB to be under the limit, im at 14 transforms and 4 colliders, and people still cant see it, even tho im clearly under the limit

pine flame
#

@prime beacon This channel is about optimizing your model, not just trying to get your bones to move for everyone. Optimizing your dynamic bones is quite helpful for the performance of people who can see them

amber hemlock
#

They can also have changed their limit I know mine is changed

#

Also don’t trust the amount of bones reported in the editor; or even the in-game inspector. It can miss ones if they are hidden by default but they still count toward getting disabled

vivid crest
#

Yeah personally i believe avatars should be as optimized as they can be. if your dynamic bones still aren't under a group of peoples limits either they have them on default settings or have the limit lower cause they want good fps since some people have 30+ Dynamic bones. I personally got Good overall performance WIth 3 dynamic bone componets and 16 transforms. and i dont think ive had anyone with issues seeing my DB

pine flame
#

Oh he could have also set bone offsets those add more transforms under the hood

surreal topaz
#

Yeah that's what I think

#

But even then it mysteriously might just fail to count correctly

#

There's all kinds of problems with how dynamic bones are counted

amber hemlock
#

I actually doubled my bone limiter and people still get mad when I say I can’t see theirs :p

surreal topaz
#

End length is counted for the limiter but not the stats, they count the root bone for both transforms and collision checks

#

And the public world limit doesn't match the default limiter

#

I think end length should only count half and the root bone shouldn't count at all

#

Since it makes for unfair distributions

amber hemlock
#

I don’t understand why root counts

#

It doesn’t move

candid sedge
#

so 10 bones parented to 1 root bone that has it is 11?

amber hemlock
#

If 10 bones are moving 11 count yes

#

The “root” transform parameter is counted as a dynamic transform

surreal topaz
#

The root counts because it's counted incorrectly

amber hemlock
#

To be fair it CAN move if an end length is added but then it counts as 2

candid sedge
#

i can imagine someone putting a root at the start of each painted hair strand would spike that number up on ya then

prime beacon
#

thanks guys

#

didnt know about offset/end length, i just went by what vrc told me, ill try around more

amber hemlock
#

Yeah you save a ton of transforms by making sure all dress stands have a common root

#

Saves 1 transform per strand

#

And depending on setup you can usually get away with fusing them all into a single strand

surreal topaz
#

@amber hemlock that's not entirely true

#

With the current system, having a root bone gives you 1 extra transform as opposed to 1 script per strand

#

According to VRC the latter is better

amber hemlock
#

🤔 aren’t actual script counts also metric you get penalized with?

#

No it should still be less because roots don’t move so the roots might as well all be the same root

#

1 extra transform if you don’t merge the roots but then you have a ton of dm components which rating penalizes

surreal topaz
#

You get "penalized" sorta in the performance system

#

But many people will take a "medium" rank if it means their dynamic bones are actually visible under defaults

#

Or even Poor rank will be taken since it's so easy to get Poor that nobody really cares

#

I only start caring at Very Poor, and even then it depends on what they're poor in. Particle systems are very unfairly penalized

amber hemlock
#

Meanwhile there’s me who refuses to do anything that throws you out of excellent 🤔

prime beacon
#

this all sounds way more complex then It should be/sound 🤔

#

i still dont quite understand how it counts what and disables by what, but i get the idea a little

#

here we are, trying to optimize our avatars, few bones, atlas etc
and then there are public worlds full with 2.000 dynamic bone collision checks that cost me 30 fps 😦 this is so annoying that people dont give a shit and just put out shit for everyone to use

candid sedge
#

dont think you can do that anymore but if some older worlds still have stuff like that they need to go

#

i was almost sure they started a clean up a while ago tho not sure how that turned out

prime beacon
#

so whats the thing with dynamic bone offset? so if I have 2 collision checks, but use any kind of offset/length, it coutns as 4 by the limiter, but it still shows as 2, correct?

surreal topaz
#

It counts the virtual transforms

#

And yes

young tulip
#

60k polys or 1 dynamic bone

#

which has more of a negative impact?

#

actually 2 dynamic bones

heady smelt
#

Depends on how many meshes and materials that 60k thing has

novel grove
#

@young tulip im sure 60k polys by itself isn't bad at all 🤔

magic locust
#

The dynamic bone has more impact

surreal topaz
#

The 60k polys would probably have more impact tbh

#

@young tulip

#

Especially if on a skinned mesh renderer

#

People are under the false impression that "polys don't matter"

magic locust
#

Maybe in another setting, but in the case of vrc were cpu is at a premium the thing impacting cpu is most likely to cause a bigger impact

#

I'm also well aware that polygons do matter both ingame and for ease of working with

surreal topaz
#

Polys do affect CPU

#

Polys affect CPU regardless, but that's even more so when dealing with skinned meshes

#

There's a reason the upper poly limit is 70k, while it takes like 32 dynbone transforms to even break out of Medium

#

In the scale of 60k polys it will matter

amber hemlock
#

Honestly 32K for excellent seems very forgiving

surreal topaz
#

It is

#

If I had to guess, I think the limits are intentionally made quite generous when it comes to polys

#

Like why would 70k be Good but 71k be Very Poor?

#

They probably wanted to make 50k-70k "Poor" or something like that

amber hemlock
#

They weren’t originally

#

It was changed in beta

#

That’s why there is such a huge gap between 32K and 70K

#

Originally there were two more goalposts between 32K and 70K with like above 60K or something being poor and above 70K very poor

#

Don’t know exactly where they were

#

I think they just didn’t want to punish all those 64K avatars (that shouldn’t have been there in the first place) and no one would bother optimizing them at all because without decimation they would stay poor regardless

surreal topaz
#

Polys are definitely one of the harder ones to bring down

#

With many other aspects it's just "don't use it" or merge some bones together quickly and easily

#

But reducing polys essentially requires destroying the model or redoing parts of the model yourself

magic locust
#

Yeah, most people don't know about retopology

prime beacon
#

Most 3D Artists dont know about retopology 🙃 maybe i shouldnt call them artists

amber hemlock
#

Knowing how to 3D model and being a 3D artist are very different things.

#

One requires the other obviously but you need the technical knowledge of how to use the program and how 3D models work, and then you need an eye for aesthetics and design which is like an entirely separate talent

icy phoenix
#

I lack the second part

#

I'm learning the first

amber hemlock
#

It’s easier to start with 2D art because everyone knows how to use a pencil

#

And the same skills carry over into 3D once you know how to use blender

surreal topaz
#

For me, 3D art is waay easier

icy phoenix
#

I find 3d modeling work flows to be aggravating. Everything is everywhere.. There's no consistency

surreal topaz
#

I have a motor skill deficiency that makes it very hard to do precise movements or use a pencil

#

3D modeling has practically infinite undo buttons and ways to align stuff

#

In a similar way I suck at sculpting but I'm OK at "traditional" methods of just extruding edges

icy phoenix
#

Unity's handling of plug-ins is weird too

amber hemlock
#

I found unity to be insanely intuitive I learned it before blender

surreal topaz
#

My Unity knowledge is pretty much entirely self-taught, it's a good and intuitive program

#

Blender took some more work but I got used to it

amber hemlock
#

Everything just instantly clicked going in blind never saw any kind of game engine before

surreal topaz
#

Some things are still unnecessarily difficult

#

Unity's way of doing things is very well suited to making content for this game as well

#

The game object workflow, prefabs, asset bundles etc

icy phoenix
#

I used source for awhile dabbling in map creation, but that was years ago. For Unity, the sticking point is importing plug-ins on a project by project basis. The rest of the ui is good compared to my experience with blender

#

But then again, I've got minimal experience. I'll learn and adapt

mossy solar
#

Polys do affect FPS but it's so miniscule however polies affect the filesize of the model bigtime

surreal topaz
#

Poly impact isn't miniscule

#

It depends on the scale you're talking about

#

20k vs. 30k probably won't matter much at all

#

But above 70k things get hairy on skinned meshes and especially on avatars

#

On non-skinned meshes it matters less but it still matters. There's a reason older games aren't all using 200k poly meshes, even for the main character.

mossy solar
#

because GPUs were alot slower back then

icy phoenix
#

Reminds me of the performance issues for FFXIV' original launch. Potted plant with the same number of pol-lie-gons as a player character.

amber hemlock
#

Blender makes a ton of sense once you start using the keyboard to do things instead of the UI

#

My only complaint is layers are not as intuitive as they could be

surreal topaz
#

Polys aren't just about the GPU

zinc crown
#

Is anyone at debugging hierarchy problems?

kind torrent
#

not me

gray wing
#

don't some characters from the last final fantasy game have like 100,000 polys in their eyelashes or something equally stupid lol

surreal topaz
#

Probably not that many

gray wing
#

yeah, looks like it's actually 100,000 per character and 20,000-30,000 polys for their hair

#

which is apparently some of the highest in games at the time

surreal topaz
#

From Software games like Sekiro have protagonists that are like 180k polys

#

God of War too

icy phoenix
#

The sad part is high poly hair didn't help lightning on the PS3 at all

patent leaf
#

I have textures that are huge in size with empty space and are only needed for certain parts of it, is there a way to shrink the image to only what the UV uses or do I have to manually set them to their spot after the crop?

surreal topaz
#

Texture atlas

#

And all unused space will disappear

#

@patent leaf

#

Manual atlasing is a good idea to begin with

amber hemlock
#

Texture atlas to my knowledge does not remove empty space it just tiles the textures

surreal topaz
#

Manual atlasing does remove empty space because you're not tiling textures at all

#

It bakes a new texture based on the UV's

#

So if a specific part of the texture is not used, it won't be baked

amber hemlock
#

I wish I could do that but it copy and paste the texture instead of baking it cuz it blurs my texture

mossy solar
#

manual atlas make the file size quite a bit smaller

sweet mason
#

Black area in the texture take like almost 0 size i think

surreal topaz
#

The texture contents don't matter unless you crunch compress

amber hemlock
#

Yeah I blacked my texture trying to save space it did nothing

surreal topaz
#

If space alone is a concern, you could also atlas the transparent and opaque parts separately

#

So that the opaque texture won't need an alpha channel at all

#

But for a single avatar and a single texture, that's negligible

#

I turn off alpha on any texture where I don't need it

lament haven
#

yo can anyone help me idk what im doing wrong but my avatar when i use it in game

#

literally glitches me

#

where im below the map/

#

or something

#

and idk what im doing wrong

#

may be size

pine flame
#

“If space alone is a concern, you could also atlas the transparent and opaque parts separately”
Make one large atlas texture, use two different materials to reference it, one for opaque bits, one for transparent bits. Set the opaque material to opaque in your material editor in unity and the transparent one to transparent.
This is how I atlas, saves on GPU resources, reusing textures is very helpful.

surreal topaz
#

@pine flame that's what I do too

#

I was just talking about raw space usage, particularly for mobile

#

Atlas textures generally have a lot of unused alpha channel in them

#

You could perhaps devise a system where alpha = emission level on an opaque shader, so you can save on the emission texture too and make that alpha channel actually used

pine flame
#

Ah, yeah that’s true

#

You’d need a special shader to do that though

amber hemlock
#

All three of my materials reference different parts of the same huge 4096x4096 atlas. One for cutout single sided, one for cutout double sided, and one for blended transparency. Tho the blended one is like just this tiny little section of the texture that could have been a 64x64 texture of its own not sure if that would have been better

surreal topaz
#

Nah, keeping it all in one texture is better

#

Just to be clear, keeping stuff in the same texture is more performant. Splitting textures to save a little bit of RAM is not necessary.

#

Just make sure you keep your atlas texture at 4k max though

#

8k is too large, even when crunched it'll take up a lot of VRAM.

amber hemlock
#

With all my empty space I can probably get it down to 4096x2048 if I move stuff around

#

How in blender can you view your used % of uv area

obtuse token
#

@amber hemlock do you mean seeing unused areas?

#

or an actual percentage value?

amber hemlock
#

I know there was a way for it to say like “43% of this image is covered by UV islands”

obtuse token
#

I found out how to see the areas by having the texture open in another view, and selecting the entire mesh in face select mode. it showed it all up on the texture then...

#

perhaps in one of the side menus for that view, there's a stat which shows you coverage?

pine flame
#

@surreal topaz yeah, most models I have use a single 4K atlas, only digi’s nanoko has used up an 8k texture

shut sequoia
#

8k Atlas 🤤

lament haven
#

is anyone else having trouble with publishing a character?

amber hemlock
#

Should unity textures be square? or is power of two enough?

#

like my atlas is gonna end up 4096x2048

#

no way to fit it into a 2048x2048

marsh trail
#

Power of 2 should be good enough, it's when it diverges that things get iffy

#

You could probably even have a 128x8096 and it'd still work properly

#

Atleast from my understanding of course

distant forge
#

Anyone know the right way in blender to take a whole set of bones (for example Skirt_0_1 , Skirt_2_2 etc) and weight anything from there to the common parent bone (e.g. Hips)?

marsh trail
#

The "right" way in terms of transfering weights from one bone to another without added utilities would probably be via the vertex groups, the automatic way would be neitri's tools, which CATS has incorporated into it, although the space search doesn't show up with it as it was essentially redundant and scrapped in the CATS version, so i have it installed regardless as i prefer the space search method

patent leaf
#

I use the CATS merge button if that's the same thing. What I do is hide any bones that don't want to accidently merge and have the hip bone selected and either use the selector tool B key or the highlight C key and grab all the bones I want and hit the 'Merge to' button

amber hemlock
#

Vertex weight mix modifier is OP

#

You can use it to simultaneously weight paint one group while negatively painting another so they stay normalized

#

Better preview

safe swift
#

yeah, i prefer weight mix over normalize

#

normalize breaks my stuff, so i stopped using it

trail yarrow
#

do exclusions get counted in the collision checks?

#

for dynamic bones

slow forum
#

can i have some help i cant find the little view position circle

strong jolt
#

Is there a way to allow hand gesture overrides to happen without finger bones? My avatar does not have fingers

safe swift
#

@strong jolt you have to have thumb, index and thumb, 3 dummy bones work

#

can be extruded from wrist and then assigned in unity, they dont need to be weightpainted

strong jolt
#

Is there a way to do all that without having to start over in my scene?

surreal topaz
#

@trail yarrow no

#

Excluded bones are not counted for collision checks or transforms thankfully

prime beacon
#

guys im dying

wicked arrow
#

D:

prime beacon
#

tell me why should i give any fuck about optimizing, when people like this exist

wicked arrow
#

421K triangles, 500 bones... What the actual hell

prime beacon
#

half a million polis... 1.7k coll checks

wicked arrow
#

Please don't be like that çç

prime beacon
#

i wish reporting avatars had any effect..

#

this is a joke

wicked arrow
#

Unpopular opinion but MMD avatars are often cancer, they are really cheap works that are just ported without care

prime beacon
#

wrong

wicked arrow
#

Especially no care for other players

prime beacon
#

all my avatars are mmd and all are nearly excellent

wicked arrow
#

Yeah not saying that all MMD avatars are like this, of course

#

But most people just seem to not care at all

prime beacon
#

its not mmds fault that the creator is braindead

#

and vrchat doesnt give a fuck

#

500k polygons dude

#

30 mats

wicked arrow
#

Eh, they should literally block avatars this much unoptimized

prime beacon
#

they should revoke upload privelage

wicked arrow
#

I repeat, we need the optimization police lol

#

A good suggestion in the Canny was to have the ability to block Avatars by ID

#

That would be awesome

surreal topaz
#

Trusted user btw

#

Report avatar doesn't work so gg

#

Just block the person entirely if they pull that shit

#

Especially with the intentionally weird nametag

prime beacon
#

ah

#

yeah* done that many times

wicked arrow
#

Like the ones with a single kanji as username...

prime beacon
#

i wish the devs would give a shit

wicked arrow
#

Each user should have a clear numeric id, that would make the cut indeed

prime beacon
#

just ban that guy..

surreal topaz
#

Also, MMD avatars are far from the only unoptimized ones btw.

#

There are people with edited Y Bot avatars that are just as bad

wicked arrow
#

Yeah other avatars are terrible too

surreal topaz
#

But MMD's are usually the most guilty of dynamic bone overuse

#

Like those shitty larens or krogenit models

prime beacon
#

1.7k coll checks isnt overuse anymore

#

its beyond that

surreal topaz
#

1.7k is not even the worst

#

I've seen 10k

prime beacon
#

damn

wicked arrow
#

Holy hell

#

Not even a simulator like Assetto Corsa is using so many checks rotfl

prime beacon
#

braindead people abusing a system without moderations

#

it will only get worse , just look at the public avatar worlds

#

and no matter how much we complain

#

nothing will change

icy phoenix
#

I'll work to improve mine as much as I can.

prime beacon
#

just saw larens avatars, holy shit how bad

#

whats up with the bounding box beeing like 7mill# xyz

surreal topaz
#

Laziness

#

Usually broken shape keys or a marker that they haven't bothered fixing

#

Or an intentional "look at me, don't cull my avatar" thing

prime beacon
#

we should make a wall of shame for garbage avatar creators like larens, harleyquinn, etc or just delete the worlds and revoke upload rights

icy phoenix
#

Beh.. The sign of a good design is efficiency on top of good.

surreal topaz
#

They should get the world and their avatars privated

#

But sadly it seems VRC's optimization efforts have pretty much been canceled, ironic

prime beacon
#

they should get punished

surreal topaz
#

Other than the barely functioning dynamic bone limiter, they seem less intent on moderating public worlds

prime beacon
#

setting to private isnt good enough

surreal topaz
#

Krogenit evaded the rules several times and should be banned tbh

#

Intentionally uploading empty worlds, larens too

prime beacon
#

yes, remove and ban

surreal topaz
#

I reported it but it's still up.

prime beacon
#

i wish this game would die already and a new good competitor with a good team would emerge

#

but for now all we can do is block
/shrug

wicked arrow
#

These issues are why I’m pretty hyped for the Quest version; everyone will get to play on the same hardware, if stuff is not optimized either won’t work or will run bad for everyone

#

I don’t care if features are limited honestly

prime beacon
#

true

#

never looked at it form that perspective

wicked arrow
#

I’m an hardcore lowpoly lover, I started doing 3D during the J2ME/NDS era, so I love crunching all the possible details within tight limits

#

Anyway I was thinking... VRC checks locally for avatar stats and performance, right? As far as I’m told, people manage to hack through the SDK and upload broken resources

#

I believe VRC should do these checks online, just after a World/Avatar has been uploaded

#

This way the server has the last world on optimization, and if the model is bad, it simply rejects it

#

And you can’t really hack the server like you can hack the local SDK

prime beacon
#

I wouldnt call it "hack" you can literally comment out one line of code // and upload whatever you want

And yes, common sense would be checking shit online, but we wouldnt be here, if the dev team knew whats important and wouldnt focus on more unimportant features noone wants.

icy phoenix
#

Server Auth is important

prime beacon
#

lets see what the next livestream brings on information, maybe they surprise is with a performance moderation tool on the roadmap that fixes all our complains 🙃

wicked arrow
#

Would be awesome

#

Also commenting out a line is kinda a fault on the dev part, if you want a safe method, just compile the code in a DLL

#

Way harder to crack open

amber hemlock
#

1 mil bounding box

Oh man your avatar looks so lovely while it’s behind me still using my resources

prime beacon
#

glad i hid the avatar then, having 2+k collision checks and 30 unique materials ALL THE TIME doesnt seem like fun to me

#

makes me hate the creator even more

#

god, i beg for "block avatars by this author" feature... this would make me love the game again

amber hemlock
#

Block by blueprint is what I want most, block by author is overkill for me

surreal topaz
#

Yeah I'd want block by blueprint but that wouldn't fix all of it

#

We need limits on cloning so this shit won't happen all the time

#

There's too much influx of new and unoptimized stuff for any of this to work

wicked arrow
#

It would be selective without being too hard

surreal topaz
#

I rarely see the same unoptimized avatar twice unless it's larens

shut sequoia
#

Unless it's a fad one you usually don't.

amber hemlock
#

Would people lose their minds if only medium and above were allowed to be clonable

surreal topaz
#

We need the optimization bot to come back in some form, and cloning for an avatar has to be completely disabled until it's checked by this bot.

#

@amber hemlock that would pretty much be covered by my suggestion

#

The only difference being that the dynamic bone limit for public worlds doesn't match Medium

#

But for cloning I'd say it's fair game regardless.

amber hemlock
#

Does the bone limiter match medium?

surreal topaz
#

Over 32 is Poor

#

World limit is 50

#

100 collision checks is also roughly the public world limit

#

Rather than 8

shut sequoia
#

The issue is it needs to be reworked from the ground up, because "good" = 10 full avatars complete with DB hidden behind animations or other tricks.

surreal topaz
#

That too

#

The optimization bot detected that fuckery

#

So that would be fine

#

It always counts disabled stuff too

amber hemlock
#

I don’t think the bone limiter even allows medium

surreal topaz
#

The default limiter allows medium

#

But not Poor

amber hemlock
#

They do need to standardize all this

#

Weird different systems having different limits

surreal topaz
#

There's only two systems with different limits

#

Public world guidelines and the performance ranks

shut sequoia
#

But even if people find a workaround they already stated that they dont care about punishing "minor" things.

surreal topaz
#

The ranks should be matched to the guidelines IMO

#

Yeah but this is pretty major

#

I want them to be as strict on it as when they had the bot

shut sequoia
#

So was uploading over Avatar ifs for rhe world.

surreal topaz
#

I reported some worlds through email but nothing happened

shut sequoia
#

And no one got in trouble

surreal topaz
#

They re-ran the optimization bot on recently publicized worlds and did indeed re-private or suspend some people

shut sequoia
#

I don't think anyone got suspended their world was just remove

surreal topaz
#

I saw on the form that they got their submissions suspended

shut sequoia
#

Oh no....

#

How awful for months of rule breaking

surreal topaz
#

A week suspension lmfao

shut sequoia
#

Wow oh no.

surreal topaz
#

After this many offenses they should be permanently barred

#

Or at least for a longer time

prime beacon
#

which world got removed? sorry kinda out of the loop here

#

larens 😄 ? (if he has an avatar world)

amber hemlock
#

Yeah I’ve gone months without uploading anything just by happenstance

shut sequoia
#

I mean people who make annoying cloneables got public bans yet users who circumvented their system and broke rules knowingly for months get....a week suspension

#

For uploads.

prime beacon
#

People who upload shit like this

wicked arrow
#

Wow a week... equivalent of gently slapping their hand and say “please don’t do that anymore, ok?”

prime beacon
#

should get an upload-ban, simple as that

shut sequoia
#

Yeah after they knowingly did it for months, mods knew as well. They've already stated they don't like punishment so you can't hope for any real consequences unless you do something terrible lol

amber hemlock
#

It’s very hard to get banned from VRchat. If you get banned from Vrchat you dun goofed

shut sequoia
#

Even Crashers only get public bans for a few weeks lol . Owell.

amber hemlock
#

That’s why when I hear of people getting unfairly banned I tend to roll my eyes. These guys do not ban frivolously

surreal topaz
#

So far I think only Shonzo's world got taken down and that was after 5 months

#

I got Krogenit's world taken off of labs for like a week

#

But then it was back so

#

¯_(ツ)_/¯

#

He reuploaded an empty one and so did larens, then they switched to their "real" worlds after it wasa already uploaded

prime beacon
#

How do you get anything taken down, i report the same shitty avatars and nothing ever happens

#

and when I check avatar worlds, they all are garbage avatars all over the place, public, cloneable

surreal topaz
#

Send a moderation email

#

They actually take the emails seriously, ingame reports go straight into the trash unless reported at a very high volume (individually, getting friends to report it apparently won't help).

prime beacon
#

"He reuploaded an empty one and so did larens, then they switched to their "real" worlds after it wasa already uploaded"

And did he get banned for that, for ever? Or what happend

surreal topaz
#

Nope

#

It's still up, even sent an email but nothing

amber hemlock
#

It’s possible they are reuploads by different people. Not much can be done if it’s a openly available unity package

prime beacon
#

so why should i even bother sending an email in the first place 🙃

#

they dont give a shit

shut sequoia
#

Basically. And they'll never speak on the issue either because there's no excuse. Most of us here are used to being ignored so it doesn't really phase us any more.

prime beacon
#

true

#

feels shitty to be without any power to do anything about issues clearly visible to anyone ._.

amber hemlock
#

Just ask for a blueprint block or author block and we can moderate ourselves pretty effectively

prime beacon
#

yes, avatar creator and blueprint block

#

cant be that hard to implement, would help TONS

shut sequoia
#

Should've come standard but cloning was rushed to appease players during the Christmas fuckups. Once a new feature enters the game, it's never touched again unless it gets bugfixes.

prime beacon
#

😦

amber hemlock
#

Eh give them a break I don’t think they have a big crew

prime beacon
#

"give them a break" I would, if they fixed atleast one of the many glaring issues, or even acknowledge the fact that it exist 🙃

amber hemlock
#

Some things just aren’t high priority and the high priority stuff rarely runs out

shut sequoia
#

That's not an excuse you can attribute to a small staff. Don't knowingly release it half assed lol

prime beacon
#

audio issues, fbt issues, crashing issues, performance issues, issues issues issues

shut sequoia
#

"oh shit we didn't think of that" isn't a small staff problem either

amber hemlock
#

I want many fbt fixes but realistically fbt users are rare and not a priority

prime beacon
#

the thing is.

#

It was working great, they made it worse and didnt touch it anymore

#

same with the audio issues

#

they even said they dont want to fix it right now

#

they rather work on a whole new buggy system for a year

#

🙃

shut sequoia
#

Dw I'm sure Ron's "pwease stweamers dont be mad ;w;" Livestream will cover all this lol

prime beacon
#

who gives a shit about them

shut sequoia
#

VRchat, because they draw people.

prime beacon
#

a good game draws people

shut sequoia
#

Advertising draws people. Streamers advertise the game.

prime beacon
#

whats the point in drawing in people

#

that wont stay

shut sequoia
#

Because it's free advertising. They do stay. Otherwise how are we all her

#

If you draw 50 and only 5 stay FOR FREE, that's gain.

prime beacon
#

and those 5 suffer through the mess like we do right now

#

because they know there is no alternative

shut sequoia
#

As much as people complain, including myself tbh, most of this shit id minor inconveniences outside of security issues.

#

It's not "suffering"

prime beacon
#

i wouldnt call playing a VR game with 20fps a "minor inconveniences "

#

but yes you are right

shut sequoia
#

Lol that sounds like a PC issue then. I never hit 20 unless a map is super bad

prime beacon
#

you clearly never met someone with 2+k collision checks ,300k polies and 40 mats

shut sequoia
#

I have, that shouldn't set you to 20 lol

prime beacon
#

infront of a mirror, hiding that person, makes me go from 15 fps back 45

shut sequoia
#

One avatar is rarely the problem

prime beacon
#

you have a new gen i7? my old i7 4770k cant handle that much

#

it is, happens often enough

#

literally one avatar, 15- 45fps , i can reproduce and show you a video

shut sequoia
#

So a PC issue then.

prime beacon
#

wrong

#

if in any multiplayer game, someone walks near you, and your fps drop by 30

shut sequoia
#

I've seen plenty of Larenz avatars in publics, rooms full of them. They were s lot more popular than they are now.

prime beacon
#

its not your pc, its part of the problem, but its not your fault

shut sequoia
#

I've never had one sole avatar of theirs drop me that bad.

#

Mirror or otherwise.

prime beacon
#

¯_(ツ)_/¯

#

lucky you then

#

i guess if my issues doesnt apply to everyone, its not a real issue, you got me there

shut sequoia
#

No, you're simply the minority therefore can't be prioritized.

#

It's been a staple of the whole optimization meme that one avatar is very rarely the issue. It's when there's a multiples due to avatars being both public and popular

prime beacon
#

hmm true ye

surreal topaz
#

I have hit 20 by one avatar on occasion

amber hemlock
#

I mean I wouldn’t have joined if not for streamers

surreal topaz
#

2k collision checks, 500 transforms, 60 materials and obnoxious particles

#

Actually it may have been Floppii's avatar or something lol

#

His excuse was "it doesn't lag me"

#

And then he went to "i'm an animator so my stuff lags"

amber hemlock
#

Curious how many people here didn’t join because they first saw it streamed or a recording of a stream

surreal topaz
#

I joined because of word of mouth

#

Which could have been by a streamer indirectly

amber hemlock
#

I joined because a friend literally playing invited me but they played because of a stream

#

So yeah streams are huge

prime beacon
#

i joined because of the infinite worlds and possibilities this game could offer

#

and here i am, at the mirror at the pug, everyday xD

surreal topaz
#

I try to stay away from the mirror and I'm somewhat annoyed if half the instance is crowded around the mirror

#

The fact that the mirror in the Pug is so small helps a little at least

amber hemlock
#

And crooked

#

I just use the bathroom ones

#

They’re always free

trail yarrow
#

So turns out if you have 8 collision checks it disables your dynamic bones

#

You have to have 7 or less

#

The number lies

surreal topaz
#

Pffft

#

That's on top of the fact that the root bone falsely counts as a collision check

trail yarrow
#

Really? Mine doesn't seem to

#

Oh unless its counting that but not showing it in the ui, so it thinks I have 9 checks

surreal topaz
#

Do you use end length/end offset?

trail yarrow
#

Yeah I think so

surreal topaz
#

The limiter counts that as a collision check

#

The UI does not

#

Because they count completely differently

trail yarrow
#

Wait what

surreal topaz
#

The UI manually enumerates and counts the game objects from the root bone and down, skipping anything marked as exclusion

#

The limiter accesses the dynamic bone's "particles" property which also counts end length virtual transforms.

trail yarrow
#

Does it have to calculate the offset as a separate bone?

surreal topaz
#

End length and end offset adds a fake "extra" transform to the calculations

#

So it will indeed be counted by the limiter

#

Even if it isn't a game object

trail yarrow
#

Ah okay that at least makes sense

surreal topaz
#

You can see this in action by increasing "Radius" on the dynamic bone component

#

You actually see more white spheres being added

#

I wish the UI were more consistent, and I wish that end length transforms only counted for half because they don't have to be applied

trail yarrow
#

Wish I knew exclusions weren't counted tho, spent all day yesterday trying to optimize a massive dress skirt to under 8 bones

#

When I could have just excluded

#

Cuz I only need the front part of the skirt to hit the legs when running

#

Oof

amber hemlock
#

That’s why I doubled my limits I found most avatars were exactly at the limit but getting disabled

surreal topaz
#

I put mine at 256/256, but I've been meaning to cut that to 250/100

#

Disabling collision checks only disables collisions

still perch
#

100 collision checks cirSlain

surreal topaz
#

That's not that many IMO

#

I can handle it

#

I wouldn't recommend any higher personally even with a super computer

#

This way I block out all the larens BS but I still see reasonable use.

still perch
#

It is quite many. But ofc everyone is free to set it to their personal preference cirComfy

surreal topaz
#

I do like that

#

But I wish it weren't on by default in its current state

still perch
#

I think neutral about it.
I think it's good that people notice something is different and hear about the topic / issues

#

ofc it sucks for those who wont question it and think its just bugged.

surreal topaz
#

I see questions every day "why aren't my dynamic bones working ingame?"

still perch
#

And i wish the answere would be a propper explaination insted of many only responding on how to deactivate it cirBlech

prime beacon
#

just joined a world where so many shitty avatars joined, I barely could leave the room :/ Kim,Larens,Harley, the whole gang

marsh trail
#

I wish there was a popup regarding dynamic bones in-game, not as any sort of loading tip or whatnot, an actual in-game popup that'd explain that dynamic bones for certain avatars would be disabled if anybody, including the users' current avatars were to trigger the setting, it would be a fairly straightforward way of approaching it and would simply need to check if an avatar had its dynamic bones script disabled to trigger it once on a per-client-boot instance (only once per client start).
It would mitigate questions exponentially and not leave users in the dark that are unaware of this setting

#

Of course if such were to be implemented, an option to remove said popup would be advisable as users could get tired of seeing it, even if it only showed up once per startup, and it'd be best if it was located next to the actual setting itself

#

In this sort of situation i feel like actual information through the client itself is best, sure users can just come up here and ask about their things not working, but that shouldn't be the norm over a setting they were completely oblivious to, and many users probably just spend hours upon hours trying to figure out what they did wrong, watching tutorial after tutorial, and some of them just give up altogether, which needless to say, regardless of how impactful dynamic bones can be, is less than ideal

limber vale
#

I mean u could request it @marsh trail

#

On the canny

#

As I do think a lot of people agree with ur idea

#

And thought

marsh trail
#

I'm not planning on making a canny, it's just my opinion on the matter, i doubt it'd be implemented, but i felt like sharing it, if anybody does feel like going after it, then be my guest, whatever is best for the community, i'll upvote it

#

Essentially the equivalent of "hey i got an idea that could help people, but i'm too lazy to formulate it into a canny, so if somebody else wants to, grab it"
I know, sounds ridiculous

amber hemlock
#

I think they just want to sunset dynamic bones and wish they never whitelisted it

#

They need to make their own that ain’t as laggy

limber vale
#

True.... I did hear a while back people tried to contact the maker of dynamic bones and see if he would optimize it for vr and stuff

#

No clue what came of that tho

#

More than likely ur right tho, they should work on their own version of dynamic bones that is optimized for VRChat as it would be in the best interest for the future

marsh trail
#

They'd probably need to make one from scratch, which i highly doubt would happen, any more reliable and performant alternatives would be neat

limber vale
#

I wouldn’t say “highly doubt”

#

It’s well within the realm of possibility

marsh trail
#

VRM per example has their own kind of "dynamic bones", don't think there's been all that recent of a conversation regarding implementing VRM support

#

It's within the realm of possibility but i feel like it's akin to HL3 being released in terms of outcome

#

So i highly doubt it

#

But hey, it can happen

limber vale
#

I think that’s a bit of a stretch to put akin to a game that will never come out

marsh trail
#

That's kind of the point though haha

#

Essentially, i don't think it will happen, much like the possibility of HL3 being released

#

It can however happen

amber hemlock
#

Each avatar could have a set amount of client-produced IK network dyn bones are calculated locally. If you want a ton of dyn bones fine but they will be lower framerate the more you have so dyn bone has a fixed overhead per avatar

#

That’d work

marsh trail
#

I'm starting to set my updaterates to 30 and rounding my values around that

amber hemlock
#

I mean instead of everyone calculating everyone else’s dyn bones calculate your own and if you can’t send all that network data you just send it slower and update less.

marsh trail
#

I can see that working to an extent, but, that would essentially, in a way, make users that are unable to follow up with their own settings to appear sloppy and inconsistent on other people's clients, no?

#

Just trying to make sense of it

amber hemlock
#

That’s entirely correct. But avatars that make people look laggy, they’d just stop wearing them

#

No problem sort of just address itself

#

But no matter what they do, they can’t lag people with this form of dynamic bones because you only are in charge of calculating your own

#

And they’re already planning to do a network IK update anyway this would just be extra user transforms

#

Idk just spitballing

limber vale
#

The last networked ik (before it messed some stuff up) actually made the game pretty smooth

#

From what I remember

safe swift
#

that's if you had decent connection, made unplayable for many people

marsh trail
#

Hypothetically speaking, if a user had a relatively good rig and no issues with their setup, yet had a horrible connection to the server and other players alike, wouldn't that also butcher it?

safe swift
#

and i think it was also killing their network

amber hemlock
#

Yes but that would already butcher it once the network IK update comes out anyway

marsh trail
#

@amber hemlock oh no, by rig i meant specs, generally good hardware, it's regarding the previous topic, in which it'd rely on people calculating their DB's to then pass said info through their network to other clients, they'd, supposedly, require a stable/good connection and the processing power for the calculations, if i understood it right

#

So if a user unfortunatelly had a poor connection to the servers, they'd have their DB's butchered, likewise if they incurred a lagspike, but that'd probably pass without raising any eyebrows, and ultimately, a good but jittery connection, which would irregularly send said processed information, but that could be finetuned aswell i s'pose

amber hemlock
#

Yeah I understood that. I just mean that's kinda exactly what happened when the network IK update was live. Poor internet connection = choppy mocap

misty knot
#

that seems like something that could b toggled, maybe. enable networked IK to receive updates to others' IK via network, disable to calculate yourself if you're on a bad connection. maybe a P2P broadcast to let others in the room know not to spam you with IK updates.

#

unless the problem is not having enough connection to send your own updates.

#

if that's the case, how are you managing to play at all.

deft whale
heady smelt
#

Not that bad

#

Had a rolex with over a million polys and around 400 meshes in my unity once

amber hemlock
#

What the heck is with those meshes

#

forget about the 1 mil polys

#

53 meshes is bad on purpose territory

heady smelt
#

Yuh

marsh trail
#

I've got nothing

heady smelt
#

Took you that long to say that lul

deft whale
#

oof

marsh trail
#

Took me that long to process nothing

misty knot
#

lol, I read rolex as roblox ; now I'm imagining what a million-poly roblox model looks like

marsh trail
#

A Sphere

wicked arrow
#

Rotfl

#

Silly question maybe: Is it possible to actually use custom scripts on Avatars? Like, if I write my own cheap dynamic bone solution

sudden zodiac
#

@wicked arrow No, custom scripts aren't allowed

wicked arrow
#

Got it 👍

#

I can imagine why

mossy solar
#

Why can't we have an option to auto-block avatars with all those meshes and materials....

surreal topaz
#

We may get one at some point actually. But cloth is first.

shut sequoia
#

Could be an option in the future with performance updates

remote turtle
#

anyone ever have an issue with the cats plugin making the avatar change size?

sudden zodiac
#

@remote turtle Not me 🤔

marsh trail
#

Doesn't CATS import certain models at a smaller scale? :o
Not sure if it does that for a FBX

surreal topaz
#

Yes, on import

#

But not on Fix

marsh trail
#

Oh, on fix it can happen, iirc it only occurs if you have values that are unapplied, such as scale, or was that only on merging armatures?...
Can't recall for sure

sudden zodiac
#

Well it shouldn't happen

heady smelt
#

Dude I'm getting pissed with unity. Each and every time i import a new model, all current ones go pink and I have to manually import cubed shaders every single

#

fucking time

safe swift
#

don't import shaders then

heady smelt
#

ok ty

#

Hey anyone know how to remove the polygon limit in the sdkcontrolpanel.cs?

surreal topaz
#

First of all, are you actually asking how to remove an imposed limit in the official server?

#

And second, is 70k polys really not enough?

heady smelt
#

well there are modded sdk's i was pointed to but i couldnt find any

#

i just want to upload this avatar someone made and i told them the poly limit didnt allow for it

#

so they said to download a modded sdk

#

if you cant do it then whatever, but the guy uploads a lot of avatars so i assumed he knew what he was talking about

#

my bad then if not

surreal topaz
#

Optimize the model so you won't have to mod the SDK

#

¯_(ツ)_/¯

heady smelt
#

its not my model

#

have no idea how to do that

surreal topaz
#

Import the FBX into Blender and use the decimate modifier

#

Or the Cats blender tool auto decimation

heady smelt
#

I'm good

surreal topaz
#

As I said, you're not gonna find people willing to help you modify the SDK. Especially now that the limit is 70k. You should be able to fit just about anything in that limit, even as a beginner.

heady smelt
#

lol nvm got it

pine flame
#

This is the avatar optimization channel, btw

heady smelt
#

Thanks for the input

heady smelt
#

hey who wanna be friends?

zinc crown
#

i like being friends 😃

fathom coral
#

Next Unity update might raise Polygon limit to 100,000+

surreal topaz
#

What are you talking about?

wicked arrow
#

Yeah it will do that. They explicitly said this in a recent (more or less) blog post

#

I'm trying to search for that blog post but Google is returning me a lot of results of people asking how to avoid the 70K triangle limit in Unity, explicitly for VRC... Oh god

#

This is how a 3D Artist dies

dark storm
#

the limit right now is because above a certain amount it will auto-split the mesh internally, and duplicate materials for the split, doubling material count

wicked arrow
#

Yep the limit now is 65.536

#

It won't duplicate materials

#

Maybe it will duplicate the auto-generated materials, but those are futile stuff and a bad practice to use in general

#

It's better to disable these in the Import settings

dark storm
#

well it definitely doubles your passes so if that's not doubling the materials i don't know what to say

wicked arrow
#

Two passes doesn't mean there are two materials

dark storm
#

is it because it's more than 1 skinned mesh then?

wicked arrow
#

Yeah indeed

dark storm
#

ah ok

#

either way

#

it has to draw all the materials again since it isn't batched

wicked arrow
#

Yes, that's more correct way to say that : P

dark storm
#

so what did they replace the 16 bit binary with

wicked arrow
#

Eh I'm trying to remember, not sure it was simply 32 bit or what

#

If I could find the post... It was a recap of planned features for the upcoming versions

dark storm
#

lol well either way gonna be a gimongous basically no limit

#

if that's true

#

as many triangles as your gpu can crunch