#avatar-optimization

1 messages Ā· Page 44 of 1

wicked arrow
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Basically yes... Get ready for 1.000.000 tris per Avatar ayyyyy

dark storm
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lul

still perch
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The limit of 70k now is very generous. There is zero reason to up it again.

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If you can't fulfill the limit, stop making avatars.

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Even Auto decimate should never have a problem getting to that count, that is of the Polys are above that in the first place.

wicked arrow
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Yeah I agree. To be more specific, Unity needs to up its limit for other reasons (archviz, surgery models, tech demos, etc)

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But VRC should really stay still at 70k (which I believe it's still too much)

still perch
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Definitely too much for me to

main horizon
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32k is generous too! Especially compared to 20k!

wicked arrow
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Quest's 5k is the real deal tho šŸ”„

still perch
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Yes

heady smelt
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just upload plane with texture saying PC exclusive 🤷

timber blaze
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unity doesn't split meshes at 65535 anymore, that's one of the things that changed when we switched to unity 2017

wicked arrow
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Was it on the 2017 already?

timber blaze
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yeah it was in the changelog

wicked arrow
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Oh well that's why I couldn't find the blog post about it... It's older than I thought!

timber blaze
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^ main thing that's relevant here

wicked arrow
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Nice

marsh trail
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The previous limit was 20k, it was assumed (by a vast portion of the community actually) that polygons caused lag, even at such low values, whereas the split limit was at 65535 due to the 16bit indices limitation that was present in unity 5.6.3p1 (the unity version used back then), even avatars at a larger scale than that shouldn't cause issues, but really low end systems might suffer if too many users with that amount (100k+) are present at any one time, as those values stack up

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So the current limit stands at 70k

surreal topaz
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The 70k limit is actually designed with the Oculus guidelines in mind, seemingly.

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Something like 2-3 million 1-2 million polys per scene, max

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25 people at 70k tris is 1.75 million already

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Which leaves 250k for the world

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If anything they were being generous by still ranking you "good" at 70k.

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Because in reality 70k is probably "poor" instead, unless all those polys are on a non-skinned mesh renderer.

marsh trail
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Yeah that does make sense, i'm relatively unaware of the limitations of the oculus, or well, any vr equipment for that matter, i assume the quest has a vastly more limiting situation (iirc the limit for quest avatars is 5k)

wicked arrow
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Well Quest has a mobile chipset so limits are more tight

coarse summit
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Well the quest is basically a glorified smartphone, so yeah

marsh trail
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Possibly a dumb question, but does the rift s support custom set lenses like the normal rift did? (asking essentially if the interior has been changed aside hardware)

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One of the drawing points i had regarding the rift was the custom prescription lens adapters somebody had designed

amber hemlock
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The only difference I’m aware of is the Rift S has no lens separation slider like the Rift has so hopefully your eyes are very close to human average or you’re screwed

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Can’t imagine why prescription lenses couldn’t still happen though

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Rift DK2 has no Lens separation slider and I hated it, constantly wanted them moved farther apart to be in both len’s sweet spots at the same time, but couldn’t. Never want to go back to that so skipping on S.

marsh trail
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Yeah my vision is beyond horrid, retinitis pigmentosa is a bitch, i'm thinking of getting a VR headset at some point, hopefully there's some alternatives with prescription lenses available at that time...

amber hemlock
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Classic rift fits glasses fine. Can’t speak for other headsets

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But prescription lenses are def better if you can’t get by without glasses since they’ll let you get closer to the lenses and have a wider FoV

marsh trail
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Aye, i was trying to avoid having my glasses crammed into a headset if i could avoid it, the rift had some pretty good alternatives in regards to prescription lenses, user-manufactured adapter that seemed to fit seamlessly into it

velvet otter
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Is 20 dynamic bones too many

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i only have 4 colliders,
wrist and hand

marsh trail
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Each collider will add another dynamic bone "transform" to the list per bone that it could affect

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15 bones 1 collider
30 transforms with collision check

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I'm unsure if the root is included in that

surreal topaz
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@velvet otter don't use colliders for your hands and wrists

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Just use one collider on your hand

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And add "height" to it

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So it'll expand to cover more area like a capsule

amber hemlock
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You’d think there would be a performance difference from sphere colliders, which are a lightweight distance check, and capsule collisions, which would seem to be a more complicated collision check?

surreal topaz
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That's what I thought too

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Capsules are actually slightly more impactful

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But the limiter and performance ranking won't penalize adding height, so

opal radish
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why is the final IK broken?

gentle inlet
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Cause it's not surprising it's not

surreal topaz
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Extra IK solvers on the avatar are no longer working for other people, only for yourself

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And everyone is super stuttery and jittery thanks to the networked IK, the movements don't look natural at all. All this just to appease an inferior platform.

amber hemlock
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Network IK is only sending IK that vrchat client knows about. Since Ik isn’t being solved locally anymore final IK is borked remotely

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Yeah network IK really makes the whole platform look terrible. I’m glad this wasn’t my day 1 impression

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Pc only worlds should omit network IK and calculate everyone locally

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Since no quest user can show up

surreal topaz
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Or just have a local toggle

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If turned on, clients will send you their networked IK Info

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If turned off, the old system is used and it sends you their hand/head/hip/foot targets

amber hemlock
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But that means clients have to send both to the server

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Since some want IK and some want forward rotations

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Also IK targets are less data to send

pine flame
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Normally there’s some interpolation that carries you over between network updates, maybe they didn’t add that

amber hemlock
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I think the reason it’s smoother is ik targets only can send updates more often because it’s less data

pine flame
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I’m actually really happy that the networked IK is back it means my ancient CPU can keep up, haven’t once CPU bottlenecked since the update

amber hemlock
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Basically you are just broadcasting your head and hand pos/rot

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I’m very unhappy with Network IK and feel the platform looks very poor. One thing that surprised me when I joined is how fine tuned the mocap was at showing subtle details

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Now it looks kind of like I would have expected this kind of platform to look: kinda crappy

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I feel something important was lost here and I hope network IK is not used if the world has no android build

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Maybe it will get better we’ll see

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The Ik during the livestream was very not good

surreal topaz
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Well, the way I see it

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The hand and head targets were probably interpolated leading to very smooth movement

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You simply cannot interpolate muscle values smoothly like that.

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The result in-between is completely different.

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That's what makes the new IK not ever "properly" fixable either.

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Even if you interpolate the humanoid muscle values (which is what they actually send over, now)

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It will look different

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And not quite as good

amber hemlock
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Yeah I’ve seen that in <other platforms> it looks silly during lag

pine flame
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Maybe fall back to local ik when there’s no data

amber hemlock
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You can’t interpolate data without endpoints

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That’s projection

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Which is a baaad idea for mocap šŸ˜›

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Without data vrchat does what I always does: freeze

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Probably not on channel topic anymore

pine flame
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Definitely not on channel topic

balmy wadi
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whats the maximum amount of Tris allowed in vrchat? 70k now?

woeful ember
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yes

balmy wadi
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cool thanks

still perch
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you should always reduce them to as low as possible without runing stuff tho

surreal topaz
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Definitely get the polycount down if you can

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In particular, parts that don't deform are easy to decimate. Stuff like rings on fingers have the potential to be super unoptimized

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Planar decimation can make it still look good but also reduce polys

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I once found an MMD lollipop on Deviantart that was 100k tris

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I had to retopo that and ended up with 400, even though it still looks just fine

still perch
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yeah. If you know what you're doing you can get really good results with low polygons

stuck charm
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Please set your User Preferences' 'Translation Branches Directory' path to a valid directory"

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what is this

pure bridge
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more bragging than asking questions but nothing feels better than optimizing something like hell

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1 mesh, 2 materials

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<@/

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and you can pull out the gun. its still 1 mesh, 2 mats uwu

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sadly until unity 2018 is pushed for vrc im still stuck with using rigid bodies > <

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no one will be able to tell how much work i put into the model unless they actively check cuz its just gonna be registered as medium cuz of a rigid body and fixed joint > <

heady smelt
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F

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No guns too unwholesome

pure bridge
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:<

heady smelt
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Bad solar

pure bridge
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"medium"

heady smelt
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Too unoptimized

pure bridge
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shhhhh

heady smelt
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@pure bridge T O O U N O P T I M I Z E D

pure bridge
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aaaaaaaa >~<

heady smelt
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No more guns for you

pure bridge
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but i like my gun

heady smelt
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NO GUNS

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Too unwholesome and unoptimized

pure bridge
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im sorry dad :<

heady smelt
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Can't believe you

pure bridge
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bbbut i tried my besttt

heady smelt
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That's it you've been unoptimized for the last time

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I'm getting Tuppers optimization belt

pure bridge
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nooo~ ;n;

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ill b good nextt time i promise ill make a one poly standard shader avatar

heady smelt
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If you make it without a skinned mesh then i'll forgive you

pure bridge
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ohk...

heady smelt
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No more guns for you

pure bridge
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ok... :(

heady smelt
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You can keep the gun as long as you don't use any rigid bodies 😠

pure bridge
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but then my particles are gonna look dumb and stuck to my arm

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all of the kids at vrschool have world particles!

heady smelt
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Yeah well all the kids at school that have world particles are also 1million polys and have 43 meshes

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Do you want to end up like them

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Or do you want to be optimized and worthy in the eyes or our lord Tupper

pure bridge
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you do have a point...

heady smelt
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That's what I thought

misty escarp
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XD

amber hemlock
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You can avoid most custom animators by just baking it into your idle pose which is always playing anyway

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Surprised they didn’t do that

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What’s red diamondboi for?

surreal topaz
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It's the red man avatar I believe

marsh trail
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Probably when things break like they usually did

surreal topaz
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I guess the tutorial avatar was too high poly for Quest lmao

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As well as the transparency causing issues

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I mean it makes sense, a loading avatar should never be heavy on its own

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Especially because the tutorial man is still 3 meshes and 9 materials total

marsh trail
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Wait

surreal topaz
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Although if they reuse the same material on the loading man it's probably equivalent to like 1 drawcall

amber hemlock
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Diamondboi still has transparency

surreal topaz
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Oof

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Probably additive though

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Still it doesn't seem like a good idea, unless they're opaque on Quest

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At least the new loading avatar is less creepy

amber hemlock
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Yeah who knows what they look like on android

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Oh yes it’s way less creepy and also gender neutral which is nice

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The blocked avatar is also great with its grey neutral : I face

visual tinsel
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@surreal topaz Red man is no longer, it's yellow error bot

surreal topaz
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Oof

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At least it's more descriptive?

visual tinsel
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Yes

amber hemlock
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There are actually many bots now. One for loading, hidden manually, hidden by safety

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There’s one with a ā€œvery poorā€ symbol on its chest that I don’t think is being used

surreal topaz
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Oh lord, that doesn't bode well.

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They're probably planning to auto hide "very poor" avatars optionally

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They better have fixed up their ranks by then, because I'm still being marked Very Poor for something like particle systems that don't even have emission

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I'm fine with it happening for materials or polys, not much is wrong with the way those are counted

fiery cedar
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im having problem with my avatar i cant seem to get it into a good pose

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any tips

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also enforce tpose makes it worst

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basiclly the arms are messed up and i cant figure out how to make it look good

fiery cedar
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its okay now again

lament pond
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you can adjust the tpose of the model by configuring your humanoid rig in the hierarchy when you click your fbx model.

sudden agate
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Is there any good guidelines/mesh tips to making hands bend/rig well for mechanim? I know there's weight painting but it seems like most hands are rough in the system regardless

vast briar
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In unity it looks like my hit box is too small and when i log in my feet sink into the floor. How do i resize that box, or ge tmy feet to stand level on the ground?

opal gyro
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Wyd when the spine is set to a length of 0

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?

strong jolt
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Are my eyes supposed to be google eyed if I’m using eyetracking? Looking at my animation in unity they act like googley eyes

vague hearth
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@opal gyro ignore lenght 0 error, it usually writes after full body fix

opal gyro
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It fixed itself when i was messing with the spine scale

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1 / 1 / 0.99

strong jolt
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Chill omega bot

opal gyro
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was previously 1 / 1 / 0.90293729

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or some 8+ decimal number

opal gyro
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Does that mean the avatar will be in T-pose indefinitely?

opal gyro
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So uploaded avatar, and there's no avatar.

novel grove
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@opal gyro add animator component same as you added avatar descriptor šŸ¤”

opal gyro
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Thankyou, that wasn't in the part of the tutorial that I watched.

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How is it going to say the head/hands/feet aren't mapped

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when they are mapped

lament pond
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@opal gyro click on body. the section feet , head and arms are empty

opal gyro
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Am I in the wrong menu?

lament pond
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no that's fine and should be working.

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you don't have multiple avatars in your scene right?

surreal topaz
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This isn't an optimization question

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He probably put the descriptor on the wrong object

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Please post more complete screenshots of the whole unity window with the avatar selected in the scene

amber hemlock
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The @opal gyro it’s confusing but the error is supposed to be there. If it isn’t, it means hips and spine are not the exact same which means full body will not work perfectly.

stiff scaffold
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Did you rename something in the model directly? šŸ¤”

opal gyro
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will have to wait 9-hours from now before I can look at it again, and also #rigging?

sweet mason
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You probably have of bunch of bones as the root

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Delete then merge all of the other extra bone to have few

opal gyro
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šŸ“½

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Re-editing clearer gif's

heady smelt
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me think it time for me to make VRChat Tutorial on Avatar Optimization (basic)

still perch
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If you know what you are doing. Go for it.
But don't make tutorials if you have no idea how stuff works optimization wise.

surreal topaz
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I checked the old poiyomi master (not toon) and it has pretty much the amount of passes you would expect from an outlined toon shader (comparable to Noenoe and pretty much any other toon shader except Cubed's). Also, if you're using both Opaque and Transparent, you're not taking up "twice the keywords". The keywords are an issue for sure, but it's not taking up 64 of them.

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Back on topic: in practice, is there any difference between Mobile/Diffuse and something like VRChat's Mobile Diffuse?

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I've had cases where a mobile shader was sufficient for PC, but on PC we can choose either one

visual tinsel
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I haven't checked them, but I know they're mostly copy and paste from Unity's in builts.

amber hemlock
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No double sided shaders available for quest?

surreal topaz
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I don't think so

pine flame
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@amber hemlock just double side your meshes, or the parts where the backsides show

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with geometry

amber hemlock
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Oof I was right at the limit

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Or almost at it

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I’m not sure that VRChat/Mobile/Toon Lit is obeying the ramp texture. I made it flat medium grey and still see shading

pine flame
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I should check that out and see what it can do

surreal topaz
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Yeah I had that issue as well with the fallback shaders

empty pier
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@visual tinsel @surreal topaz Variants not used on Quest were removed.

celest forge
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@opal gyro i have the same issue most of the times with unity...(drunk unity)

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some times im just exploring the bones on the avatar or the inspector by maximizing and minimize the stuff around there then the error dissappears..

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sometimes that error comes if u have an animation window opened or u did something around there.

opal gyro
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I forgot what I did to correct it permenantly

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but it probably had to do with how I was exporting it from blender

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infact, I was just saving the whole thing from the save>as menu as fbx

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with no settings (changes)

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which led to other problems with the prefab

heady smelt
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Lol.. something funny happened; but something to address when it comes to Safety Feature for VR Users.. -- Safety Mode should be careful about how shaders are used on Safety Mode for.. VR Users.. because it's still dangerous .. so like it a double-edge sword ._.

amber hemlock
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Cats can't seem to custom decimate with a shape key whitelist unless you have at least two meshes. this makes me separate some small part of the model just to make the shapekey white list options appear - is there a reason for this?

ripe tulip
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interesting

heady smelt
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Im unsure what is the problem with this, so they arent seperate body's and are using the same material any reason why it turns whiter in some regions ?

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It only happens also in certain maps

sweet mason
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the panty ?

heady smelt
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No

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The discoloration

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On the skin

sweet mason
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you have some shadow turn on idkšŸ¤”

heady smelt
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Tried it

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But it doesnt seem to be that tho šŸ¤”

heady smelt
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looks fine also on unity

rose berry
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mfw had been using 2017.4.27f1

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mfw nothing bad ever happened

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realizes im using wrong version

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downgrades to correct version

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20 errors pop up

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nice

heady smelt
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What else do you expect from 4.15f1

rose berry
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idk what i expected

kind coyote
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can someone help me optimize my model

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i got a lot of errors when trying to build it

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how do i fix these

heady smelt
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hoooly 18 skinned meshes and 18 unique materials

kind coyote
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yeah i got no idea what im doing, how do i fix this

dusky cloak
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If you've never used blender (which you've said from your other comments) and you very very new to unity I suggest you go read/watch youtube vids about it

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None of us in here will be able to teach you "how to make an avatar" in the space of 10 mins

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A lot of us can help you with 1 off issues, or questions, but ones as vague as what you're asking are practically impossible to answer or even tell you how to answer without you asking a question on how to do what we've suggested

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There are a lot of videos out there on how to upload an avatar. If you're just looking to upload one, even easier

calm spade
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@kind coyote Look at the pinned messages of the this channel

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kareeda has a lot of good videos on his channel, Tupper's video is great to start with

heady smelt
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Hmm... so Runescape 3D models are not allowed on VRChat?

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I will need to research on how to make the Ultra Poly Runescape Models in VRChat -- My only research that I can think of is figuring out how to turn UVs based off materials and convert those materials into one image; there is a way to copy UVS and to turn them into an image but to turn colors and make them one image based off the UV..

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That is the only way I feel you can put a RS Model into VRChat with full Optimization

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So I think the only way to do Low-Poly RS Models for VRChat is UV-Snap Shot; go into Photoshop and basically try to geometrically color in within the UVs. Then RS Models can be uploaded with high Optimization; 1 Skin Mesh; 1 Material Mesh and under 9k or less

amber hemlock
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@heady smelt What issue are you having with low poly models?

heady smelt
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No issue; just trying to turn the model into an UV image with all its textures (with no images just colors) intacted

pure bridge
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oh

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uh

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ignore what i just said

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yall didnt see anything

heady smelt
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Also I found out Optimization issues:: the most common area >>

pure bridge
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definitely didnt respond to an optimization question an entire hour ago > >

heady smelt
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So like it's the Materials and Mesh area that have issues lol

amber hemlock
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Cat material combiner can bake in all texture and colors to a single texture atlas, don't know if that's what you mean though

storm ingot
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check on ngons these can mess up alot too

heady smelt
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I guess that could work; better than my idea than just drawing and coloring them in.

heady smelt
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It has too many Mateials and can be turned into 1 material ;c

shut widget
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g

heady smelt
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Finished recording for my Avatar Optimization Tutorial Video.. now I can voice over the pieces that occurred and make simple 3 minute video on how to Optimize an Avatar short amount time nobody needs 10 min video

amber hemlock
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@heady smelt What is that chart I keep seeing? Are you making that manually?

heady smelt
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It just a Manual chart using the JoJo STAND Power Template as Reference; and just throwing the main areas for Optimization

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There are other ones; but those are just the main ones

pine flame
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What is the script you use to generate that graph chart thing

heady smelt
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It's just Illustrator xD

pine flame
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Oh well it looks nice, haha

fair breach
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when i enter play mode usually only the play button gets highlight but now the play and pause gets highlighted,and when i try to upload avatar it doesnt work,even if i switch the scene to game i cant click anything naming avatar and stuff

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T-T

pine flame
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Click the pause button it should unpause

fair breach
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i tried and it doesnt

pine flame
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Are there any errors in the console?

fair breach
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is it because of vrik

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another avatar works but this doesnt

pine flame
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Did you put an ik component on the model?

fair breach
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yes i have vrik and ik execution order script

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its ok now '-'

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thank u synergiance for helping

pine flame
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Glad it helped!

heady smelt
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You know what I realized; everyone's avatars unless they are Knuckles = Not Optimized

heady smelt
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So like -- are the issues in the Pub caused by people with Un-Optimized Avatars? hmm? šŸ¤” --- Description even says "Please use Optimized Avatars" So.. it must be. xD

surreal topaz
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The description of the Pug says "please use an optimized avatar" which is good advice for everywhere else, too

pine flame
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Mine are fairly optimized, my target is good, goal is excellent, and I don’t go above medium unless for good reason. None of these are knuckles

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I even have an excellent TDA Miku with tons of effects

dark storm
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yeah most people's avatars have giant unnecessary dynamic bone chains

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so it instantly eats up all your CPU

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using the safety performance setting to limit dynamic bones is probably one of the best things they've added yet

pine flame
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Maybe I can write a script that optimizes skirts

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Like merges bone chains together

still perch
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cats has bone merging.

pine flame
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It has per bone chain merging

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But 2 dimensional merging I haven’t seen

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Normally on mmd skirts you see 8 chains of bones

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If you want to merge them you actually need to divide the weight of half of the bone chains between each of their neighbors

surreal topaz
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Oh yeah, that's true

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That would be great actually

amber hemlock
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Regular blender can do that, it's vertex mix modifier

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set to ADD mode

pine flame
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Automagically?

amber hemlock
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uh, i mean, things are only so complicated. Vertex Mix Modifier is there for all your add/subtract/replace one vert group from another needs. you just tell it where to take the weights and where to put them.

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you get a live preview and "apply" confirms the changes

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it's not a simple one button thing like cats does, but not everything can be simplified to a button.

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it is pretty darn simple as is 😮

pine flame
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That’s one bone at a time, too much effort, rather script it

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Then others can benefit from my labor

stoic heron
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Hey @pine flame, can I PM you?

pine flame
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What for?

stoic heron
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I'm trying to learn 3d-modelling and stuff through online tutorials, but there's some specific stuff about VRC that I can't find an answer for. Probably because I'm dumb and don't know the keywords, I'm kinda looking for someone I can PM and bother about some questions every now and then.

pine flame
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You can ask questions here, the people here will be more available than any one person, plus, they’ll know more of the answers. Yes you may need to wait sometimes if it’s slow at that time but if anyone knows the answer they’ll help you.

stoic heron
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Alright, thank you.

sweet mason
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be dumb is not a good thing to say

austere geyser
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with an avatar that has an excessive amount of facial bones how do you go about that? (i can't seem to merge them) the bones aren't really used for anything other than weight.

surreal topaz
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You can't seem to merge them why?

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A large amount of face bones can apparently cause local lag

amber hemlock
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Seeing a lot of unitypackage with bad texture settings. If any of your textures contains NO transparency, not even cutout, be sure to set transparency to none on the texture inspector - it makes your textures use 25% less memory.

lapis vigil
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šŸ¤” interesting

austere geyser
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well i can't merge them. i attempt to merge but it doesn't merge them

surreal topaz
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Generally Unity should detect the lack of an alpha channel and not import as RGBA

amber hemlock
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Not happening for me

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sRGBA with solid opague A still come in as sRGBA

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Changing alpha to none changes to sRGB and has the expected 25% smaller file size

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If it’s doing anything post-upload I wouldn’t know but it certainly isn’t saying so

surreal topaz
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It isn't doing anything after upload

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But basically if your image has an alpha channel Unity will probably import it as such

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If you actively strip it out entirely, the setting won't make a difference

amber hemlock
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Yeah gimp loves to add a full alpha channel even if entirely unused maybe photoshop strips it but gimp you have to explicitly delete the channels

surreal topaz
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Probably yeah

#

Haven't had that happen often

#

Also texture baking in Blender only enables the alpha channel once it encounters a bit of alpha

#

Which is why the first bake has black transparency and the second bake works fine

sudden jewel
#

AFAIK "deleting" an alpha channel from a PNG just makes the alpha channel opaque

#

I don't believe PNG supports straight-up missing a channel

heady smelt
#

šŸ…±upper may I have a bedtime story before I go to sleep

still perch
#

No. And this isn't random chat cirHuh

heady smelt
#

šŸ˜”

marsh trail
#

In paintdotnet you can actually save the png as a 24bit png, essentially making it not use alpha (32bit is 24bit + alpha in a nutshell)

#
1) PNG-8,Ā which stands for 8 bit, supports up to 256 colour indexed palette. Which works very similar to GIF files.

2) PNG-24Ā works very similar to PNG-8, it however supports over 16 million colours (2^24 = 16,777,216 to be exact).

3) PNG-32Ā which is pretty much PNG-24 + Full alpha transparency
#

I've read around that some people convert images to jpg and then back to png's to remove any possible alpha which is a horrible idea as jpg is a lossy format, so that conversion is going to cost you quality in the long-run
Filling up an entire layer under the image with a solid color and merging it should be enough to make an opaque png, 'less even that exports as a 32bit png on your program of choice, in which case i got nothing

amber hemlock
#

In Gimp it’s just colors > transparency > delete alpha channel. Top bar changes from sRGBA to sRGB

#

then the png exporter will export 24bit which is all you need (alpha is just a 4th color channel making it 32bit)

#

My point was just textures that use no transparency can save on texture memory by telling unity to not use the alpha channel in unity’s texture inspector. Then you don’t even need to open it up in an image editor, but do at least one of them, on a 2048x2048 atlas it will save 2 mb per texture

teal osprey
#

Why does his toros yeet into his legs.

sweet mason
#

Reset the pose maybe. Did you overight the file?

heady smelt
#

O_O

wise flume
#

what would be recomended settigns for soundbits?
Basicly like an emote saying hi etc I want it to be on short distance so they would be kinda directedto ppl close to me rather than whole world

lavish prism
#

Hey there! Has anyone had massive performance decreases ever since Networked IK was released?

#

A friend and me are trying to figure out the cause of this. It never was a problem until the networked IK update. is is really just the mere presence of a number of bones that suddenly causes this massive drops in performance? (even without any dynamic bones it still does the same)

heady smelt
#

none of the other materials use this texture

#

i have some other stuff repeated too but the eye is the big one and it repeats 4 times

subtle spear
#

My mouth on my avatar continues to spasm, when I do nothing his eyes close and he suddenly opens his mouth wide open

#

Immediately closing it again right after opening it, what is going on?

heady smelt
#

do you have visemes

#

i noticed that when i had lip sync set to default

subtle spear
#

I do

#

But 1

#

actually

#

There's only one thing wrong, it made visemes with the stupid hair

#

How do I fix that

#

@heady smelt

heady smelt
#

uh

#

what i'd do is select all the hair in blender and then shape propagate

#

while selected on Basis

#

you can press space to pull that menu up and search

#

i'm a noob at avatar stuff so idk if that's what'll fix it all though

subtle spear
#

Nervous noises

#

For the spazzing out face?

#

Apparently there are no jaw bones

#

So I'm going to force my avatar's mouth closed

#

Somehow

heady smelt
#

you shouldn't need a jaw bone

subtle spear
#

I don't know though, why this is happening

heady smelt
#

can you show me this:

#

for your avatar

subtle spear
#

Um

#

There's nothing like that there

heady smelt
#

for "lip sync" what do you have selected

subtle spear
#

Viseme blend shape

heady smelt
#

now drag the body from the top left part of unity to the face mesh part in there

subtle spear
#

Alright

heady smelt
#

not from your assets at the bottom left, but from the scene in the top left

subtle spear
#

Ok, got that

heady smelt
#

ok, now do you have the visemes available

subtle spear
#

I have 1

heady smelt
#

did you generated visemes in blender

subtle spear
#

I did

#

Guess I'll go back?

heady smelt
#

when you click to assign them in unity, do they not show up?

subtle spear
#

Only 1 slot is available

heady smelt
#

uh

#

can you show me a screenshot

#

of your vrc_avatar descriptor

subtle spear
#

Takes a second

#

Just hold on

#

Override empty doesn't mean anything, I made it

heady smelt
#

you selected "jaw flap blend shape"

#

pick "viseme blend shape"

subtle spear
#

oh

#

oops//

heady smelt
#

now just match em up

#

and tesst it out

subtle spear
#

Will that fix the spazzing out

heady smelt
#

it should

#

also add me ingame so i can see your little catboy or whatever it is

subtle spear
#

I will

#

Yikes

#

His body crumpled up for a second before going back to normal

heady smelt
#

while talking?

subtle spear
#

No, just loading in...

#

That's really weird lol

#

Freaking weird...

#

I didn't know that's how cats were made

#

Give me a min to check something

heady smelt
#

you good?

#

@subtle spear

subtle spear
#

Friended

#

Also

#

Spasm

#

Did not fix

heady smelt
#

ok

#

did you do some decimating?

#

earlier?

subtle spear
#

None

heady smelt
#

ok

#

can you select the face, eyes, etc, everything that's part of that system?

#

and hide it?

#

the whites of the eyes, eyebrows, mouth, eveyrthing

subtle spear
#

I can

heady smelt
#

like this

#

so we don't break the shape keys

subtle spear
#

Oh

heady smelt
#

then press a to select everything

subtle spear
#

Wait

#

I'm sorry

heady smelt
#

ok

subtle spear
#

I'm not in blender

heady smelt
#

let me make a cup of tea but basically i want you to hide the face so we don't touch it when we try to fix the rest

#

you can press h to hide what you selected in blender

#

ctrl l will select stuff related to what you select btw

#

you'll also need to be in edit mode

#

i'll try to explain once i'm back in a few min

subtle spear
#

I can't put my fbx back into unity..

#

I mean blender

still perch
#

import it?

subtle spear
#

I just had to right click and show it in explorere

#

Nvm

#

I'm dumb.

heady smelt
#

im back

subtle spear
#

Just hide everything on the head?

heady smelt
#

the face, eyes, eyebrows, etc

#

keep the hair there

subtle spear
#

This is difficult..

heady smelt
#

try ctrl+l when selected on something

#

you'll see what it does

#

thats an L

#

ctrl+L

subtle spear
#

Got them al

#

Leaving ears alone cause it's hair

#

I think

heady smelt
#

now watch this

#

press alt h

#

that can unhide all the hidden stuff

#

but, anyway, go ahed and keep it hidden

subtle spear
#

Gotcha

heady smelt
#

navigate over on the right here to where you see Shape Keys

#

as you scroll through them you shouldn't see anything move since all the stuff you hid should be used by those shape keys

#

do you see anything move?

#

by scroll through i mean you can click on a key to see what it would do

#

obviously blink should only blink

#

if it moves your hair then that's a problem we can fix

subtle spear
#

I don't see where shape keys are

#

Am I stupid?

heady smelt
#

i was where you are now a few weeks ago

#

you're not stupid, blender is dumb and convoluted

#

but basically on the top right click body then that upside down triangle thing

#

1s

subtle spear
#

o.o

heady smelt
#

did that help

subtle spear
#

I'm magic

#

Now

#

Or something

#

Yes it helped

heady smelt
#

so if the stuff is unhidden you should see it move on that shape key

#

like blink youir eyes will be closed, etc

#

does anything move that's not supposed to on those keys?

#

for the viseme 'aa' does the hair move or something?

subtle spear
#

Let's see

heady smelt
#

you wont see stuff move unless you're in edit mode btw

#

you can toggle mode by having the cursor over the scene and pressing tab

subtle spear
#

I checked

#

It's moving

heady smelt
#

it tells you towards the bottom left

#

the hair is?

subtle spear
#

No

#

The mouth

heady smelt
#

thats good

subtle spear
#

As it's supposed to

heady smelt
#

go through all the keys and see if anything looks weird

subtle spear
#

Looking now

#

Nothing looks weird

heady smelt
#

do you mind if i come see you ingame

#

to see what it looks like

subtle spear
#

One sec

#

I'm switching between computers so it takes a bit

#

SOrry

heady smelt
#

i'm not in a rush

#

you lemme know and i'll hop on

#

join me wherever i happen to be ingame at the time

hazy barn
#

Has anyone ever run into this problem before? My model looks fine in unity, but appears to be missing textures in the eyes and hands once uploaded...

wide trail
#

nooooo clue

#

im new here

hazy barn
#

edit--shader issue, setting eye texture to cubed cutout lite culling off and gloves to cubed unlit shadowed fixed it.

woeful gorge
solid bronze
#

Have you applied the Full body fix in blender with CATS?

woeful gorge
#

no i don't think so? didn't even know that existed

woeful gorge
sweet mason
#

Reset the pose if you update the unity file

#

Pumpkin is a good plugin you should have in your project

woeful gorge
#

oh it worked! thank u so much ā¤

north pewter
#

Not sure if this is the right place to ask, but I'm trying to combine materials using cats blender plugin, but for some reason with certain materials, it just combines them and doesn't ask me where to save it, so I have no idea where it's gone... any help? is it easy enough to manually combine textures?

iron falcon
#

Idk if this is the right place but why does my avatar appear very dark in Unity?

#

I was following a video and it said it's because of the shaders that I have to switch to standard, I did that but nothing changed

amber hemlock
#

Poppy when I get that error I usually redo the unity skeleton by setting it back to generic and then humanoid again

#

that dumps it's outdated data from before you updated the FBX

#

Also if you ever need to go back to blender from unity, I recommend opening your blend file from right before you exported the avatar. this causes less problems than opening the FBX you exported, it usually currupts your model that's already in scenes

pine flame
#

Also always save just before exporting, for whatever reason saving after exporting adds quite a lot to file size

half stratus
#

Any idea why cats' atlas tool isn't working for me?

#

it just makes a 1kb file that's 4 pixels

calm spade
#

For the material combiner ?

#

You can also ask directly in the Cats Discord, they're super helpful

half stratus
#

oh coo

amber hemlock
#

Are the textures showing up in blender? Before the model is fixed, the textures are not actually assigned to the model yet, so material combiner won't find them.

rose berry
#

yo guys, if i were to use 3 materials on 1 avatar, is having 1 single texture atlas (and having all 3 materials referencing the single texture atlas) better than having 3 textures?

surreal topaz
#

Yes

#

3 materials with the same texture is better than 3 different textures

amber hemlock
#

unless you need vastly different shader parameters you could make them the same material and use masks to let your shader treat different areas of the atlas appropriately; tho you’d need to know shader code

#

I needed separate materials for backface culling on/off until I did it in a Shader with a mask

#

One small texture mask in exchange for one less material

surreal topaz
#

It's misinformation for the most part.

#

"Polys don't matter XDDD" is a meme. Polys matter.

#

There is so much misinformation in that post, it's hard to figure out where to begin.

#

First he says:

And even my own avatars reach upwords of 200K, and my group of friends on Quest don't even lose a frame around me.
#

Then he literally criticizes the exact same statement by jokingly saying:

"But OP! Me and my friends don't lag when we're around eachother! You don't know what you're talking about!"
#

He also utterly ignores the performance impact of mesh skinning

sand oak
#

what's that

surreal topaz
#

Avatars use "skinned mesh renderers" 99% of the time, so any mesh that has bones or shape keys

#

Before rendering the mesh, the mesh first has to be transformed based on the bones and shape keys

sand oak
#

ok

surreal topaz
#

Which takes up CPU time and possibly GPU

polar bolt
#

When it comes to polys on avatars - remember that they are skinned - moving and each vertex position calculated from (usually) multiple bones - even if skinning is gpu assisted, its still not 100% so all that vertex data gets bounced back and forth between RAM and VRAM - which is costly

#

And yeah, put blendshapes on top

sand oak
#

is there anything that can be done to improve performance for that?

surreal topaz
#

I've seen "Good" performance avatars that lagged immensely as soon as they started talking lmao

#

I'm not sure if this setting is respected, but setting the quality on the skinned mesh renderer to 1 or 2 bones should help performance a bit.

#

I think VRChat has it set to 2 by default though, so leaving it on auto is fine.

#

Other than that, keeping poly count low is a good idea.

#

Easy rule of thumb for PC: VRChat's performance ranks are quite accurate when it comes to most categories.

#

Disabled components are not counted fairly though (such as disabled animators for inventory systems)

#

And neither are enabled particle systems with disabled emission

#

Lmao, and then in that thread, the guy says "when my Quest friends go to the Pug, it lags because of materials and not because of polys"

#

You know, the Pug. That world that doesn't have a Quest version.

heady smelt
#

The pug being optimized in general is a joke

surreal topaz
#

I blame the game more so than the map

still perch
#

The Pug West is also a "The Pug" so i dont see the problem cirHuh

pine flame
#

Pug west nobody goes to, also its occlusion culling is incredibly bad, it’s got literally everything stripped out of it, it’s a joke bringing that world up when talking about quest as it reflects the dev teams attitudes toward the quest which is strip everything out of this game to the point where it’s plain old unenjoyable

surreal topaz
#

He's not talking about the pug west lol

#

It only has 8 players

#

And there's no way that this many quest avatars have too many materials

#

Also I agree with what Synergiance said lol

#

VRC on the Quest was a mistake for the core playerbase

#

But if it brings in more people they probably consider it a win

surreal topaz
#

Lmao the guy in the thread Szena posted is digging himself deeper by the minute

#

"Using DDS for smaller textures is bad"

#

?????

#

Although the guy already lost all credibility when he said "polygons don't matter"

heady smelt
#

the full pug had a quest version for a short time, dunno how they managed to upload it, but quest users i took there reported less than 20 fps, and i happened to take them to crowded pugs typically, so probably many users (although, robots) around

#

polys do matter but if vrchat wanted to truly optimize super well they would get rid of the needless amount of transparency too

#

and as far as the little arguments over small polycounts go, you won't see an appreciable difference really, even with some 3 million polygon table sitting in the hub the other day i didn't drop under 90, but of course it does all add up

#

most people with '200k plygons but dont lag their friends' just don't do dumb stuff like have 200k dynamic bone collision checks too

stable star
#

Quest avatars have no transparent shader for them, except the particle one that doesn't look right on avatars in most situations

#

No cutout either

heady smelt
#

quest -avatars- don't... but the menu, nameplates, etc all do

stable star
#

Pretty sure that's all ui

heady smelt
#

quest users tell me they stutter just opening up the menu most of the time 😦

stable star
#

Not mesh

heady smelt
#

transparency is still transparency and has a huge effect on something as fill-rate limited as the quest

#

but, anyway, i shouldn't involve myself in these discussions any more, the canny post is already up

surreal topaz
#

Transparency is benign enough on desktop that it won't matter there

#

Also, static meshes with 200k polys are not as bad as 200k poly skinned meshes that you might find on a very poorly optimized avatar

woeful ember
#

yeah really a ridiculous thread (reddit)

rose berry
#

when i first heard about quest i was hoping it would encourage people to start optimizing their shitty 100 dynamic bone unmerged mesh with like 50 materials lmao

#

this wasnt what i had in mind

woeful ember
#

people want instant gratification that's the issue for the large majority

#

combine that with misinformation like that reddit thread for example and it's nasty combination

rose berry
#

misinfo isnt even worst
90% of people just have that "i dont care about optimization" attitude

woeful ember
#

anyways i wanna see options for limiting materials&meshes for avatars

rose berry
#

but still complains when they drop below 30fps

woeful ember
#

yes the "i don't care" which is essentially instant gratification in a sense

#

they don't wanna care but expect instant gratification

rose berry
#

unity lowers the barrier for content creation

woeful ember
#

Not to say people don't have prioritys and perfectly fine logic and reasoning

rose berry
#

sometimes a bit too much

#

tbh that reddit post

#

at first i thought it was a massive shitpost

#

like

#

how can i tell what is satire when people really are more stupid than i ever expected

woeful ember
#

i'm fairly positive it's misinformation as rokk has deduced

#

a troll/misinformative shitpost

#

sad thing is that people upvoted it

rose berry
#

polygons dont matter

#

nice

#

joining meshes not important but do it anyway unless u want to animate

#

what the

#

actually the more i read the more i lose my shit lmao

amber hemlock
#

I am actually considering a quest specifically for pc vrchat streaming just to lose the cable

#

Cheaper than vive + wireless and probably same quality

shut sequoia
#

Can already tell you that's a massive slog on your PC, a friend was doing that last night and he was dying lol

surreal topaz
#

Yeah, you're uh

#

Taking a CPU heavy game

#

And putting it through one of the most CPU-intensive applications you could think of

shut sequoia
#

For essentially no reason.

surreal topaz
#

Vive wireless is a better purchase if you want to go cable-less

#

People seem to be quite happy with it

#

But it's expensive because HTC.

wary wolf
#

Do bigger textures just take longer to load or are they detrimental to performance? I always atlas my models, but upping the texture quality in Unity seems to strain the system quite a lot.
Something I picked up on Reddit: do shape keys affect performance when vertices remain in the same position? I use "shape propogate" a lot when they break or I forget I was working in a shape key, so technically, my entire body has a vertex position assigned for every shape key.
So after going through the optimization tips, I got those questions left. Damn this turned out lengthier than I thought...

woeful ember
#

biggers textures basically just take up more memory

#

i wouldn't be concerned about using 4k for an atlas'd avatar

#

8k is probably overkill in most circumstances

#

as for shape propagate idk how it technically stores and handles it

#

but if it simply stores changes from A to B for example then probably not

wary wolf
#

I gotta check whether my textures are within the 4k limit actually (there's quite a lot coming together for skin, clothes, hair, props etc) but that's definitely manageable.
The shape keys literally make the mesh remain static (since I used to run into instances of my body exploding in shape keys when combining meshes) so nothing special about them.

#

Thanks for the response! ♄

woeful ember
#

there is probably a few scenarios in which texture size matters but 4k for only one texture isn't bad

#

but if you can get away with 2k by all means go for it assuming the visual loss isn't significant

buoyant holly
#

considering you're basically just dealing with color gradients & shaded colors a little bit of resolution loss isn't going to hurt

heady smelt
#

it doesn't -seem- like shape propagate causes performance issues, i've decimated a lot of stuff down and had to use it quite a bit

hazy prairie
#

yo i need help with the atlas optimization

#

Whenever i press save atlas to it only combines my materials

#

and it changes my model to orange

#

can you help?

#

what do you need help with?

amber hemlock
#

Where does Toony Colors Pro 2 stand in terms of optimization for VRChat?

distant forge
#

I don't think you're going to see much difference between various shaders unless they do heavy work like raymarching, refraction/reflection (GrabPass) or use multiple passes like an outlune (though 2 passes for an outline is pretty ok compared to most other things--no worse than an extra material)

#

The main issue TCP brings is it uses lots of keywords (don't know if it's improved in v2)

#

Keywords aren't an optimization but it's like using a slot permanently. Once all 256 are used, some graphical features like bloom can malfunction and some shaders don't load, and vrchat must be restarted.

#

Most vrchat optimized shaders have stopped using keywords entirely. The author of Toony might not be engaged in the vrchat conmunity (i don't actually know who makes it) so it might still use keywords

rare crypt
heady smelt
#

Are you talking about the console error

#

Also please take actual screenshots and not a picture of your monitor

amber hemlock
#

Casual unity dev has an interesting combination of skills x)

rare crypt
rare crypt
#

This does not make any sense

rare crypt
#

I need help with this

amber hemlock
#

I recommend using your print screen key and paste here instead of taking camera photos lol

#

Don’t worry about the console. It’s always going to have random errors

opaque vale
#

Based on Tupper's tutorial, how do I separate the face expression textures to the main atlas textures?

#

do I just leave the facial expression texture alone and merge the other textures?

surreal topaz
#

Lol I recognize that model

#

Arlvit's Aya

#

You should first atlas everything as a whole

#

Then later on, you manually select the transparent bits (such as the blush)

#

And assign them to a new "transparent" material

#

Which is a copy of your atlas material

#

I intend to make an addon that makes manual atlasing easier, but I haven't had the time lately

#

Ideally you would just click a button and it would scale and align the UV's similar to material combiner

opaque vale
#

yeah but it just tears the materials and make them into rice kernels lol

#

So I make two different materials, one for the normal texture, and for the 'transparent' material?

surreal topaz
#

Well first you atlas it all as one material

#

Including putting it on the same texture

#

Then later on (as one of the last steps), you make a new material and give it the same texture as the atlas material.

#

Then you assign the transparent bits to that material

#

This leaves you with one opaque and one transparent material, both using the same texture

opaque vale
#

one opaque and one transparent material?

surreal topaz
#

Yeah, after you make the atlas, you add a new material there

#

Copy the Atlas material and paste it into the new one, call it "Transparency" or whatever

#

In mesh edit mode, select the transparent bits (such as the blush), then assign them to the Transparency material

#

I really need to update my texture atlas tutorial once I get the addon finished

opaque vale
#

Something like this?

surreal topaz
#

Almost. It seems you also selected the eyes. Those aren't transparent, so those shouldn't be selected.

#

Make sure to select the atlas texture at the bottom of the 2D/UV window

#

So you can see what you're selecting

#

Then use the B and C keys, as well as CTRL+L (selects all linked) to carefully only select the Blush, Gloom and nosebleed parts

#

And maybe the eye highlights. They're the transparent white parts next to the eye texture.

#

But that's preference.

#

Let me pull up another model very similar to yours

#

I zoomed in a little bit on the part that contains the most transparent bits:

#

You want to make sure that you only select these to assign to your transparent material, because the other parts are not transparent.

#

And for the part with the eyes, I only did this one:

#

The eye highlights on these models looks fine with cutout, but transparency on the highlights makes it look like "intended"

opaque vale
#

Well, I cant bake the texture no more because of an error

#

"Circular reference in texture stack"

#

But I did select the eyes and emotions

surreal topaz
#

You may have to restart Blender. I'm not sure why that happens

opaque vale
#

Ah, got the textures back

#

So I just assign them to the "transparency" material?

surreal topaz
#

Yes

#

The bits that have to be transparent

#

Then you can give that material a different shader in Unity

opaque vale
#

just hit "assign" to the transparency material? VRC_Thinking

surreal topaz
#

Yeah

opaque vale
#

Oh cool. thanks dude

opaque vale
#

eyy it works!

opaque vale
#

Ok, another problem...

#

Selecting cutout would give me a hard edge onto the blushes, but the eyes wont disappear

#

But if I put on fade, the blushes looks normal, but the eyes become transparent...

sweet mason
#

Use different material if you use fade

amber hemlock
#

wonder why the LOD component isn't whitelisted

#

could shove my quest version on my PC version at distance

marsh trail
#

@amber hemlock LOD's are whitelisted though :o
Atleast for worlds, think they're buggy with avatars

#

Something about literally all of the LOD's rendering on mirrors or something for avatars

amber hemlock
#

It blocks upload for me

marsh trail
#

Oh then they blacklisted it for avatars

amber hemlock
#

Had no idea it was whitelisted for worlds though, nice info

marsh trail
#

It's hella useful for performance

amber hemlock
#

Yeah, it would be for avatars too

marsh trail
#

Sadly as i mentioned prior, i think all of the LOD's rendered on mirrors at once

#

For avatars that is

heady smelt
#

there is one big problem with LOD groups: if people play vrchat at Desktop Low or VR Low you will get the lowest LOD meshes always

amber hemlock
#

Honestly? I'd consider that expected behavoir

heady smelt
#

so be careful with that, every player might see different things

#

seeing ONLY very low LOD is not expected behaviour I would think

#

I mean if you get closer it will still be low poly

marsh trail
#

Sounds like the system is working to me, people playing on the low end would assumedly have a lower LOD spectrum, not full-blown lowest LOD but, lower

heady smelt
#

that's not great

amber hemlock
#

Yeah sounds more like something unity is just doing automagically

marsh trail
#

Well, technically, a higher LOD group but lower Level of Detail in general, since LOD 0 is the highest Level of Detail

heady smelt
#

just fair warning that people will different versions depending on vrchat quality settings and it's pretty extreme

#

with lower I mean lower fidelity

marsh trail
#

Eyup, say LOD 5 per example (assuming it as the lowest detail)

#

I can see that being a nuisance to users, but helpful for performance

amber hemlock
#

Good for desktop users where visuals really just take a back seat to social

heady smelt
#

I wouldn't advise using LOD groups in vrchat at all

marsh trail
#

Why not?

amber hemlock
#

Not even for a "if you can see this, you're on Low detail mode" signs? šŸ˜„

heady smelt
#

because with the vrchat quality settings it doesn't really work as you would want it to

#

since most people play in 'low' you get only one LOD version, the worst

amber hemlock
#

but yeah that is pretty standard in unity games, where quality settings also make LOD's falloff quicker

heady smelt
#

we don't really have any control over it

marsh trail
#

Not over that setting unfortunatelly, LOD's can be fine tuned as much as you like, but if it shifts to lowest on low, it's quite the pickle...

heady smelt
#

90% of people will have that

amber hemlock
#

That's kind of bad though, isn't it? Here's a quality setting that 90% of people use, so we need to force the game to look good on it's lowest setting

heady smelt
#

set up occlusion and maybe even doing you own LOD switching of meshes based on distance

#

the LOD system is not really useful right now, the camera also seems to judge distance differently than in the editor

marsh trail
#

Then keep a lower but still decent quality LOD, you make them yourself afterall, it's good practice on worlds and improves overall performance

heady smelt
#

don't count on LOD to make anything easier or be useful

amber hemlock
#

I wonder if VR worldscale messes with distances

marsh trail
#

It doesn't make it easier, but it does improve performance, you need to set them up yourself afterall, if anything it's more work to do it than naught

heady smelt
#

how does it improve performance when everyone sees the same meshes?

#

it's just CPU overhead at that point and slow everything down

#

optimise in a different way

marsh trail
#

If no LOD was present then they'd see the highest quality

#

Hence, still a performance boost

heady smelt
#

you're just wasting bandwidth, noone is going to see the high poly versions

#

maybe one or two people who run at vr high

marsh trail
#

Or everyone that runs on desktop without a low tweak

heady smelt
#

you'd be better off making two worlds, a high budget and low budget one

#

using lod just forces people to download assets they'll never see

#

something to think about

amber hemlock
#

Good point

marsh trail
#

And yet, for everybody else that can, their performance will be equaly stable, it's a double edged sword

heady smelt
#

use it when you make your own unity games, that's what it's for, in vrchat, it's not very useful

amber hemlock
#

I would think that could be fixed though. No reason the VRLow quality preset needs to slam LODs

#

and if it didn't, we'd have a very decent optimization method

marsh trail
#

Any canny about it?

heady smelt
#

another big issue is even when it works and people play at high quality settings the meshes will pop from one version to the next

#

and you won't have too much control on when they change

#

looking very amateurish and maybe even dropping a bunch of frames while it switches meshes

marsh trail
#

You can change their range to shift between, but i think the sudden pop is unavoidable

heady smelt
#

trust me, in vrchat client it doesn't shift in the same range as in your editor

#

so you have no real control over it

marsh trail
#

And you honestly shouldn't be losing frames on an LOD switch unless it's absolutely massive

amber hemlock
#

the pop is just how lod works. well made models don't visually pop, they change detail when you can't see that detail anymore

marsh trail
#

From 12k to 100k per example

heady smelt
#

don't take my word for it, try it yourself šŸ˜‰

marsh trail
#

I did

amber hemlock
#

As for the distance falloff, if that's a problem, could always canny that one too. The worst that can happen is they aren't interested

sturdy socket
#

Off the vrc imposed lod is way to aggressive

marsh trail
#

Idealy you should have 3 LOD groups, although you can have more for smoother transitions, but the filesize will start stacking up

sturdy socket
#

Congrats adeon

#

You have mail got boosters

sweet mason
#

why not change update rate of the animation

marsh trail
#
With LOD Group
+Better Performance
+Quality Transitions Seamlessly (if done well)
+Good for both high end and low end systems
-Larger Filesize
-Users in Low only see Lowest Detail
-----------------------------------------------
No LOD Groups
+Smaller Filesize
+All Users see the same thing
+/- Good/Bad for High/Low end systems based on detail
-Map must be far more optimized and details may be lost entirely in the process

Das all i can think of atm

heady smelt
#

this should move to #world-optimization but again: the way it's set up in vrchat means you only see LOD0 at 50cm away ...

#

seamless transitions are impossible

heady smelt
#

@heady smelt have you found any way to fix that besides using nvidia inspector and focing negative LOD bias?

#

oh, that's something else, Negative LOD Bias is a texture filtering setting in your GPU drivers, some games try to sharpen textures by giving negative texture filtering settings, you can clamp that to combat texture 'shimmering'

#

it has nothing to do with Unity LOD which is showing different versions of an object according to distance etc

#

ah right it's textures only not different objects

#

ye ye ... it uses the term LOD because it concerns making smaller copies of textures (mipmapping) to show when an object is further away

#

this is all handled by your GPU drivers, Unity LOD groups is the game engine swapping different meshes for different distances

tranquil sparrow
#

Hey I need some help with Joining meshes for my Nanachi avatar, I have them all selected and I'm hitting ctrl+J but its not doing anything, dunno if if Im doing something stupid or not.
I've narrowed it down to the pieces I need.

candid sedge
#

is that blender 2.8?

tranquil sparrow
#

Notta clue, that I'll have to figure out quickly

#

its 2.79

candid sedge
#

Tbh i'm not sure what those objects are "chests" "arms" "ears" but you could try saving removing those

#

then try joining them

#

if its breaks just reload save

tranquil sparrow
#

cause its different parts to switch around

#

wait what?

candid sedge
#

i dont think something can be joined if they are both the child object of another thing

still perch
#

Please do not mention that site here @tranquil sparrow cirComfy

candid sedge
#

but im not sure what that symbol is

tranquil sparrow
#

Ah oki, I didn't know wasn't allowed to >.>

candid sedge
#

its not welcome in a lot of places

tranquil sparrow
#

Why's that? I've never heard of it unliked in servers

candid sedge
#

did you try yet?

tranquil sparrow
#

When I unlink them they disappear from the list but not the model

candid sedge
#

so when two meshes are no longer the child of two different ones can you join them?

tranquil sparrow
#

No I can't

#

they've disappeared from the list

candid sedge
#

can you take a picture

#

of what your trying to join

tranquil sparrow
candid sedge
#

they are not even removed

tranquil sparrow
#

Cause I had to undo it, cause when i removed them it disappeared from the list but not the model

candid sedge
#

the grey ones are not meshes tho i think

tranquil sparrow
#

they aren't, they're groups

candid sedge
#

so just remove them and join the meshes

tranquil sparrow
#

when I unlink the meshes from the groups though they disappear from the list

candid sedge
#

like deletes the mesh?

tranquil sparrow
candid sedge
#

try clicking the mesh and selecting alt+p and select clear and keep transformations

tranquil sparrow
#

Nothing comes up when I hit alt+p

candid sedge
#

ctrl alt g when you have a mesh selected under a group?

tranquil sparrow
#

still nothing

candid sedge
#

well maybe just using buttons will be the way for you then do you have a tab on the left side of your screen called relations?

tranquil sparrow
#

Yeah

candid sedge
#

try the make single user button and if not remove from group button

tranquil sparrow
candid sedge
#

first two

#

maybe all idfk xD i dont have to deal with stuff like this

#

trial and error

tranquil sparrow
#

its not doing anything

calm spade
#

You tried selecting one in your scene, then Ctrl +j ?

hidden merlin
#

Your outliner is in groups mode

#

Search for objects

#

maybe it fixes

wheat plank
#

you still having issues @tranquil sparrow

#

?

tranquil sparrow
#

I found out it’s blender itself, it’s not responding to any hotkeys for some reason

pure bridge
#

i have a but of a dumby wumby question that someoen will probably have to DM me the answer for safety

#

how do i not make a crasher on accident?

#

see, i have a couple of ambitious animation projects that i want to get out

#

such as cool laser beams or magical spells for staffs im gonna add to future avatar projects

#

but one more immediate one is something im doing for a friend

#

which is just shooting webs that stick to things, spiderman style

#

here's my beef

#

im probably going to be doing mainly particle and trail stuff for things like that right

#

and obviously i dont want to go overboard on my or anyone else's PCs

#

but i certainly dont want to end up crashing anyone with what was supposed to be a pretty animation

#

so im just wondering how to avoid that sort of thing? is it a matter of particle count? shader? both?

calm spade
#

Don't overdo it ?

pure bridge
#

iguess

#

i try not to anyway

calm spade
#

And test it out with friends before

#

And don't use it around people who didn't agree to it

pure bridge
#

most particles ive ever had on an anim was like

#

200

#

all spread out

#

seeing as how the default particle system starts woith 1k, thats prob not a whole lot

#

cant see myself even breaching 600

calm spade
#

Yeah, that's a very low amount

amber hemlock
#

When I use CATS atlas, myAtlas is being generated in indexed color mode, which reduces the color fidelity by a ton. Can't figure out why, all my source textures are saved as RGB.

sweet mason
#

Use the tab for atlas insted of the one in cats

sweet mason
#

So you can custom all kind of option

heady smelt
#

@calm spade speaking of crashers, i had heard that the particle limiter thing inthe config didn't work anymore, and i've definitely seen it not work to prevent crashers, is there a way that we can prevent it still? or would you just reccomend hiding particles/lights for people i don't trust

still perch
#

Particles aren't the only thing that is abused to crash. So it will not be helpfull if other things are abused for crashing.

calm spade
#

@heady smelt Hiding it from non friends is usually the best way yes

heady smelt
#

i'll just continue to block anyone that has annoying shaders/particles and hope that trust system drops help discourage

#

it would be cool if we could white/blacklist specific shaders/etc but i understand that's a lot of work even for the people using the white/blacklists

surreal topaz
#

The difference is that having the particle limiter at all disabled PlayerLocal collision

#

Which stopped pretty much all particle crashes without turning them off entirely

heady smelt
#

The fact that people who code modded clients have already made and have been able to use shader blacklists that actually work and the vrc team hasn't kinda says something tbh

still perch
#

It's not that easy tho. The moment a official blacklist comes they'll make / mod the shaders so it's not on the list anymore.

#

Plust priority for the dev's is often hugely different from personal interests of players.

#

Don't forget this is an in progress game.

heady smelt
#

Trust me 90% of all crashing shaders are old and haven't been updated

still perch
#

Because there is no need to. Once there is, they will.

heady smelt
#

That's because the people who use them can't make their own so they use the old one that people who know how to make gave to them

heady smelt
#

"Plust priority for the dev's is often hugely different from personal interests of players." unironically a bad thing

#

you'd think the devs play enough to run into the same things we do as players and are similarly frustrated by it - the only thing that seperates us is that they can do something about it

#

dont mean to be harsh on the devs, i doubt their priorities are -actually- much different than regular players'

#

i don't know a single dev who wasn't a player first, anyway

surreal topaz
#

@heady smelt well only some of the devs play the game

#

Also their priorities are very much different from most players tbh

#

Just look at the highest voted canny posts that are either super low on the priority list or just ignored

amber hemlock
#

@sweet mason I don't have a tab for Atlas. what plugin is that?

surreal topaz
#

He means the material combiner addon separately I think

#

As opposed to the Cats auto atlas button

sweet mason
#

Cats ask you to dl something to merge material. That one can be use separately

#

And you have option

amber hemlock
#

Oh I could never get it working separately

#

The UI seems to be broken? It's all empty

heady smelt
#

So...
Game objects are impacting the performance rank now... I'm sorry but I fail to see how. Let's say you use 10 game objects to rotate and move 1 object in a certain way... it doesn't really make it less optimised, it just helps animators ect to do certain things easier... (talking about the new update that is)

surreal topaz
#

Disabled objects will now also count, which is utter BS.

#

Stuff like mesh swaps where only one mesh is active at a time is now gonna get you auto hidden

#

70k polys on a skinned mesh is fine, but 5001 polys on a mesh particle is obviously "super laggy" and deserves Very Poor

heady smelt
#

I mean, a box w 100 empty game objects under it is still just a box...

#

But no

#

Me unoptimized now

trail yarrow
#

yeah inventory systems are getting shit on here

#

I have about 40 empties for my inventory system

#

even though it's only to toggle 6 different objects

#

and my avatar itself is medium

heady smelt
#

It's a unnecessary feature

trail yarrow
#

like it's one thing to implement this, but to even count empty objects is ridiculous

#

it's not a good idea to start, but that makes it so much worse

heady smelt
#

I mean. Imagine like having 40 empty game objects on a box, and quest users cant see itšŸ˜‚

trail yarrow
#

lol

heady smelt
#

It's true tho

#

Like

#

Why empty game objects?

#

We have a particle limiter, If anything hidden skinned meshes or something in the sorts that counts the amount of hidden material you have would be better....

surreal topaz
#

Sorry, skinned meshes and animators were too laggy and have been disabled by default.

heady smelt
#

Why can't everyone be like nikei and not have nice looking animations

#

How about we make a model purely made out of 100 empty game objects and put it next to an normal avatar to see the performance drop you get from the empty game objects? I'd love a explanation video on that

#

Cursed

minor wren
#

define "many"
10? 100? 1000?
seriously.

surreal topaz
#

What they probably mean is that they will now also count disabled objects/components

#

So if you have a flashlight on your avatar you'll be hidden by default because that's technically a light, buddy.

#

Can someone explain to me why they can't strip off these components rather than hide the whole thing?