#avatar-optimization
1 messages · Page 45 of 1
they care what their friends think or want
Just do hidden meshes
the general userbase? nope, just noise
I mean... from personal experience, I can tell the avatar creator communities are turning into erp groups
😔
Now that's unoptimized
Look at all those dy bone colliders
great, now you can disable those if they are over a limit that you can set
Just use them as a separate mesh w hinge joints
Wanna go to a private world and see my excessive bine jiggle?
No bone jiggle is excessive when it comes to private worlds
Should I invite tupper to come to a private world and look at my physics?
Honestly, I want to know HOW they test for performance issues. I'm sure that MANY people would like to know how flawed it is.
Just ask floppiii
Hes the one guy with lightning
Carefull tho
Things gonna go boom
i mean they've shown the unity profiler before
i rarely see anyone here use that for a basis for anything but worlds
What is the limit number of bones can we put in PC avatars?
there's no limit but you bet you're getting autohidden asap next patch if you use a ton of bones
you only ever need more than 50 or so bones unless you're using dynamic bones anyway
for a humanoid of course
if you have something like 400 bones and have dynamic bones on those and then colliders too, you're the reason this channel exists. you alone will drop people from 90 to 30 fps
Ty
How much does the amount of your materials affect other players? is there like a fine line where you will actually start to notice it? Also, is it "easy" to mash together materials to not have as many?
Each material = 1 Drawcall
"it depends" there is no linear result
learn to atlas your materials down to each unique shader that is necessary to create a desired effect
There is no fine line, you should be optimising this stuff outright
^
that's pretty much the point of having texture maps for smoothness and metallic so you can combine different materials together on the same map
Disabled gameobjects are counted for a very simple reason: people were disabling large parts of their avatars and making them always visible via animation to get around polygon limits
At least that’s one reason I can think of
Yeah the only problem with it is that now it will be counting all the small props like guns and such. I would be more on board if they just counted polys of the disabled objects as a lot of people are going to have a ton of meshes and skinned meshes that are disabled but still count
bounding box basically doesn't do anything other than tell other people when you're supposed to be visible
those bounds sizes won't have an impact in the performance rating system in the next patch so that should tell you it doesn't matter (but really it should at large enough sizes...)
personally i like that disabled game objects will count. that means crashers or other spammy shit will be rightfully marked as very poor and can be auto-hidden without hiding an entire trust rank's shaders/lights/particles etc
it's a -bit- silly that having a writing avatar will mean 'poor' on quest though so it'll be autohidden by default
crashers? very poor? how?
it would make more sense to hide by component like we were inching towards with the ability to do dynamic bone limitations client side, but this is better than hiding by trust rank
i'd expect 'customizable performance ranks' in the future to extend this
there are much better ways to detect what's normally shown on an avatar than a blanket scan all disabled objects. for instance, the avatar scanner could run periodically to get the avatar's current performance
it'd have to scan every frame to catch people causing problems
this system feels more 'honest' even if it's not great
Ranking disabled stuff is just another instance of people going overboard making everything worse in a sense. Its going to be harder to gauge the actual performance of an avatar since it will be counting stuff that's not actually there. Does that guy have 10 skinned meshes because he's poorly optimized or just a lot of disabled props?
you'd figure that out interacting a little bit with em, you keep medium ranking all the way til 8 skinned meshes
updating every x seconds would be fine
you don't have to do it per frame
and you can get 16 up through poor
Updating the lists at all seems like a bad idea, we are already using way too many miliseconds to hit 90 half the time, the last thing I want is more processing going on.
I just hope they fix final IK soon so that we can actually move the guns from our back to our hands instead of enabling a second gun in the hands and disabling the back, but that's a whole other problem.
if i deicmated my fingers too far, so now when they curl in the joints are basically missing and they kinda break down, like this:
what's the best way to go about fixing that
Don't decimate your fingers usually.
camera clipped into my wrist a bit there but you can see on the far right finger it makes like a v, collapsing in the center
They're the things you probably look at the most.
well, this is for the quest version, and i don't have a quest
i needed to decimate to get some poly headroom but missed that i was breaking the joint areas
i avoided breaking the joints for the knee and elbow areas
i suppose i can split an edge and kinda work from there?
Yeah public worlds have no optimization enforcements anymore
Other than moderation emails or if you happen to be on vrg lmao
don't decimate, dissolve edge loops instead if you can
what to do now with the fingers: revert from an earlier save and start over
At least the other stats are optimized
eh i hardly consider 16 materials optimized but they're certainly not as egregious
Well at least he’s not using dynamic bones or colliders so he’s optimized in my book
Throw your spelling book out 🙂
throws Bully out
I love the av scores, makes everyone try harder to get a higher outcome
Not really
Or try harder to get higher numbers
Yeah lmao
I've seen people stretch their mesh particle polys so far that they end up in the negatives instead (excellent territory lmfao)
It’s why they don’t keep breathalyzers in bars
Maybe I should do that too
People will compete for higher numbers
I wonder what world has the highest ratio of drunk to sober people
I want to say the pug but not sure
Nah it's
Probably room of rain Hangouts and unpublished maps with groups of friendd
The ducky roulette
If we're going by numbers, it might be void club because that Y Bot Discord always gets fucking hammered there.
Yeah for publics I'd say void
If we're going by ratios it's definitely Lag-Free Doofenshmirtz as I don't think I have ever seen a non-drunk person visit that world.
20K Limit = "20K isn't enough; no reason we shouldn't have 65K"
70K Limit = "70K isn't enough; no reason we shouldn't have 2 million"
Well I agree with the first one. Raising the poly limit to 70k was a good move
But it shouldn't be any higher than that
The current poly limit clearly fits neatly into Oculus' estimates on how many tris a scene should have
There's always that MMD that's just over whatever the limit is, which means the limit should be raised right? 🙃
Honestly I rarely see MMD's over 70k
It's usually those damn modern game rips
PS4 game protagonists are like 170k polys
Kratos is insane
stuff in the millions of tris on avatars is usually something sculpted by the avatar creator, or an insanely high detail sphere/donut like a ring
Man, I've seen a 100k poly lollipop. That was fucking insanity.
I remade the same lollipop with 440 tris instead
and while it's bad to have those in public worlds, the ability to look at your stuff in vr before decimation and normal mapping is a nice to have
just keep it out of public maps and avatars
also consider that MMDs are made around the idea that they are pre-rendered before being used in a video, whereas a videogame is rendered live
most mmds or kitbashes tend to end up being slightly or way over 70k cuz their model artists dont have to worry about performance when the final product is a screenshot or video using their model 99% of the time
a game is pretty different tho
polycount is whatever, i just wish the same copypaste sameface slut fox girl with 450 bones and 4000 dynamic bone collision checks, particles, ugly shaders with glowing tattoos, etc would just go away forever
those are often uploaded by modified sdk nerds too
i have no idea how anyone finds that base interesting or cool at all
cuz tda base is popular
it was convenient snd easy to edit / add on to
so a lot of people made assets for it
thank you for teaching us your objectively better taste
ur prob thinking about either miko base or "kancolle" base
loli fox girl or ship girl
nah it's not miko either... it was the one hannah quinn used
"slut fox" is probably a tda edit
not on hand, let me look through some mmd stuff and see if i can spot it
"slut fox" starter kit:
☑ Scrolling Emission Tattoos
☑ Breast & Thigh Physics
☑ Finger Trails
☑ Skimpy Outfit
☑ Wings, Horns, and Tail
☑ Collar / Ball Gag / Blindfold gesture
☑ Lewd Faces
☑ Bright Nail Polish
☑ Cloth Physics for Skirt
☑ Lewd Sound Effects
☑ World With Mirror
☑ Complain about lag
coming soon to a Box near you
Cloth physics eww
ahhhhhh. they look like dolls ew
They do serve as useful markers of people with nothing interesting to say.
those arms actually look like tubes tho
i'm excited to autohide every single one of those by hiding very poor performance avatars
same
with disabled game objects being counted, you'll soon be blocking a lot more than just TDA mirror girls.
i'm not a big fan of screen shaking, loud, particle hell can't-see-my-menu-or-block-this-idiot-whos-doing-it effects either
if you're a serious animation guy you should be able to get within the Poor range
some guy came into a world i was in last night and spawned "yeah about 50 ships and threy're all at least 1 million polys" "when will they go away?" "they won't"
@minor wren this ain't really about taste, the biggest issue is that these people continuously are allowed to upload their rule breaking avatars and worlds because nothing stops them
I know the one he means, it's the one larens and krogenit use
yes exactly
Which could easily be prevented if the game actually had a bot checking avatar optimization in public worlds, but sadly that is too much to ask for.
Surprised larens is still making the same avatars
i doubt they are
prolly been up for over a year
Actually I’m not surprised at all
nah, it sounded more of a "my taste is better, look at these disgusting avatars" kind of rant aimed at tda based avatars with glowy tattoos and kemono ears
I hear that a lot lately
I'm not really one to criticize taste, but I know what he means
It's just another fad
The glowing tattoos in particular
And in some cases they're applied in the most unoptimized way possible, which is duplicating the body's polys and just slapping the tattoo texture on there and putting cutout on the rest
Beforehand we had all the wolf boys (which I still stick with), and before that we had kanna's and mikos
¯_(ツ)_/¯
you can have that style staying under the old public world limits (rip) and get the same hate
Almost any model will get some sort of hate
next will be boothcats
Some of my more recent models make some people wary that I might be a crasher
Even though I don't have any obnoxious shader stuff going on
As for the booth stuff, that's indeed a new trend. I gotta say that people who spend money on premade booth models are better off saving that money for commissions instead.
What’s your model look like that to have it deemed as a crasher lul
still better than paying avatar world makers for uploads
It's that one model made by Filn that was favored by crashers for a bit (and still is on occasion) @heady smelt
EN
Also happens to be the one that subcom ripped off several times lol
First literally and then metaphorically
Eww that model gives me subcom flashbacks
Yeah
This is the model that subcom first stole, then ended up 1:1 remaking after they got taken down several times
They also tried selling it lol
Unfortunately, that incident didn't really make the MMD community view VRChat in a favorable way
Has it ever really
But anyway, this model is associated with "crashers" so I get my avatar hidden sometimes as a precaution. It happens
Even if I don't have any rimlights, weird shaders, or tacky backpacks/weapons
People have different tastes and some people can be dicks about it
"that looks like a crash avatar" is something I hear often about someone else's avatars
I have to admit, I have told people that on occasion
(it's not)
Because it's true
In the sense that sometimes an avatar does look like one
Even though I trust that it isn't malicious
some girl with a wolf/fox girl tda base came up to me and called MY avatar ugly because "it didn't look like anything I'd seen before" and I was looking at her like, yeah I bet you haven't seen a lot, honestly
In case anyone knows Jawbones, he often has avatars that look exactly like crashers even though they never are
It happens
Jawbones is one the few avatar creators I actually respect
I only intend to block VERY poor.
And only until I get something better than a GTX 970
It doesn’t take much to lag me
im on a laptop 1070 and will be blocking very poors for that same reason
Pretty sure I'll be going from green (!) Very Poor after the next update when disabled objects are counted because of a single light that's on about 0.1% of the time local-only in a gesture: https://cdn.discordapp.com/attachments/507942319794814986/588349858272903174/unknown.png
Blocking shader really give you your fps back
not for me
dynbone limiter at 1000 checks does it for me
that, and disabling custom animations
The #1 thing I can do to get frames is to hide name tags.
name tags are down to 1 draw call i think after last patch
yeah just double checked, 1 realtime light is just gonna drop you to Poor @misty knot
(citation needed)
that's nice if so. Haven't logged in a lot recently. motivation's kinda sapped at the moment.
https://docs.vrchat.com/docs/avatar-performance-ranking-system useful reminder
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is. **This system is purely informational at this...
some of these numbers are quite hard to exceed for normal use
I use empty object to move stuff around so I dont really have to care about where the origine is. But I often leave it there.
Hmm, I thought I've seen someone with one light show up as the super-red in avatar stats. May be misremembering.
even dynamic bone collision checks go up to 256 for poor
Set collider was anoying. But I dont use dyna that much anymore in area that would cause cliping
However, that light I linked is short range, lowish angle, heavily culled, no shadows, etc. And is treated the same as a light with a 9999 range, soft shadows, affecting everything that is always on.
instead of using more dynamic bones i started assigning some things to nearby vertex groups to give the illusion that they were moving ontheir own
it's unfortunate that the settings are so 'coarse' but it's better than blocking by trust ranking imo eremite
you can already do that tho
yeah, it just doesn't make much sense
What'd be neat is if there were some kind of sandbox environment avatars could be loaded into to assign a real performance rank based on actual performance. not adding up the number of things.
a logistics nightmare, but I can dream.
only problem there is that it would depend on other factors but yeah
my question is
can you do 'show avatar' on someone even when they're above your performance rating setting and still see them
(like you can now with safety settings, you can select 'show' 'use safety' and 'hide)
I'd assume so, but it doesn't work with the bone limiter so I guess we'll see.
the whole dynamic bone limiter thing was silly. needing to edit a config file? please
The upcoming update allow you to block auto by opty rank. But If you are red because of one thing. Bye bye
Those laggy trail renderers must go!
upvoted @misty knot
similar suggestion if you're interested: https://vrchat.canny.io/feature-requests/p/quest-avatar-limits
If I go down to good because dynamic bone. Why should I limit the other value in excellent like less poly. Thats how it make me feel.
So if the only reason an avatar is very poor is the dynamic bone amount, but I use the limiter to disable it, the avatar will be hidden regardless?
^ This. I think the current system kinda encourages that mentality. Like, if you have say, a General Grievous avatar with 4 arms and are using Rigidbodies, you're already Very Poor. At that point, why optimize the rest of the stuff; you're already at the worst ranking.
Ironically, you can get around that specific problem by using LimbIK instead of RigidBodies. It's also more accurate because it calculates the update more often. thonking_emoji.png
have to admit i could git 32k polys but i have no reason to go down from 61k because my dynamic bones take me to medium anyway
Calculates more often... More CPU? Higher performance ranking. Yes. OK.
There should be an sdk component to make multi arm avatars more optimized
Especially fingers
I just use the LimbIK from FinalIK and animate the fingers in the gesture overrides.
We need to buy to 99 addon soo yeah
gotta catch it on sale. ;p
Gesture overrides for fingers will be good once we have left and right hand seperation
Its separete for the fingers at least.
@misty knot if it really is local only the uploader will say you are bad and the in game will say you are bad but others not local will strip away the light and not see you as very poor
have to admit i could git 32k polys but i have no reason to go down from 61k because my dynamic bones take me to medium anyway yeah this is why better weighting for the performance system would be nice.
Instead of just hitting bounding box
Getting medium for dynamic bones and most people have them blocked anyway
If my client strips away dyn bones I think I should rate it as if those dyn bones did not exist since they are not lagging me
@amber hemlock I agree
The performance system could benefit from adjusting its calculations anyway
Because right now, the main reason why disabled objects count is to prevent people from enabling stuff later on
But if it occasionally re-ran every minute or so that wouldn't be possible
Yup that’s how another game did it. Client just profiled everything every 3 minutes or so
Simply running the scan on the avatar running all it's idle animations would catch most attempts
Sure you could use gestures and inventory system to get around that, but as a baseline it's a good estimate
Or just re-running it a minute later
No
so why is it greyed out
It’s just telling you what can be optimized
the Build & Publish button
Does your console have any red errors
oh, one
Remove the component is my guess
no i clicked on the uh
avatar to do that so no
i cant edit the screen that shows where you name your avatar
unpause it at the top
ohh
@amber hemlock RE: local objects not counting against ranking
First, all GameObjects and Components are now counted in the Avatar Performance Rank calculation, including disabled GameObjects or Components. For example, if you have many disabled components for use in an animation, you may find that your Avatar Performance Rank will drop.
https://medium.com/@vrchat/avatar-performance-stats-and-rank-blocking-1ae0feddc775
Can someone help me, I'm using Unity to have my custom avatar but the entire model is pink, anything I need to do about that?
Yeah, my model ingame is completely pink, did I do something wrong?
Use a different shader for your materials
Why my shaders pink Haven't heard that one in a while lmao
I'll see what I can do
Any recommendations on shaders, @heady smelt ?
Because I do have the Cubed Shaders
Poiyomi
Thou be crazy, one poly is too many, zero pollies is the bare minimum, and that's already pushing it
lookin good
Extra thiccc
So I have hair on an avatar, what's the ideal update rate?
test it out, the lower the better calculation wise, most stuff looks just as fine at 30, sometimes even at 15
Alright, I'll try 15 - 30
it gets capped at 60 even though you can run at 90
which is why dynamic bones always look jumpy if you move fast, it's really ugly
I think 30 or 45 would be better than 60
disable "Error Pause" down in the bottom in unity
next to "Clear" "Collapse" "Clear on Play" etc
i get that error on every upload so the only solution was to not pause the upload on errors
ok ok thank you
when you have to reoptimise all your avatars in your world because they make a change to count material slots instead of unique materials https://i.imgur.com/Czko884.png

is there a new limit on material slots or is it still counted as the same for avatar world uploads
everytime you think they cant fuck it up even more... well surprise
its becoming really hard for a content creator to keep up when there's huge changes to the performance system like this. imagine a change where you have to update 20-50 avatars because the metrics change from unique material's to slots when the materials are the same. would probably make a load of people want to stop making content
@mild osprey There are no more hard and fast rules other than the 70k poly limiy
There are only ranks
thats much better to know
i made a avatar that can transform in a few different versions of itself... it counts 164 matierial slots. even tho there are never more active at once than are needed for medium
Thats why they are letting the user block the poor models
a huge relief i guess. least i aint going to get infractions on my account for unoptimised avatars
instead of forcing you to make it not poor.
its a shame though that this one update has turned 90% of avatars into very poor perfornance rank though
my way less optimized avaratars are now rated better than my optimized ones because they can do less huehue
Also on PC no1 is auto blocking poor avatars. that is quest only.
So theres litterally no issue
I mean though you want to optimize best you can tho. its a good thing.
you would be surprised when you are in a world with a few people and your medium rank avatar thats now very poor gets blocked by half the room because they are looking for users that lag everyone.
becomes a bit of a witch hunt sometimes
At any rate this isn't new information
and if players choose to block, they are allowed to do so.
I don't understand why it;'s hard o.o
technically its not performance related though because they are unique materials lol but i guess we will go with it
It's litterally automatically done for you
unless you mean dynamic bones. which idk at this point you may not even wanna use.
unless the material slots actually count towards poor performance but from what i know once they are gpu instanced they only use the amount of unique materials not 54 materials vs 10
Atlas your model then?
or combine similiar materials, thats also automated now.
one click. done
I spent over 50 hours optimizing my models and deleted over 100 models from my world because the optimization thing to start.
is combine similar materials automated in unity? atlassing causeing issues with the same material for me or has done in the past. where you just have a large atlass with duplicated materials. and when its scaled up it becomes a lot worse quality
and that was months ago when it was manditory
its not unity, its blender.
its in the "fix" button
combine same material 1st then atlas
yeah thats never worked properly for me then lol
Manually do it?
I do it manually.
5 shirt mats. tab, select x5. click mat 1, to apply it to it.
doing it manually gives me the same issue where i atlass it i get a 4k texture with 5 4k textures inside it. which ruins quality
It's even harder for content creators to keep up when they use certain features like IK solvers or walk animations, only for them to break
Manual atlasing is fine
maybe my version is out of date. but i have never seen it merge duplicated material slots properly
For materials, they said all materials not unique materials in the optimization sheet
and only the old ranking system said unique
So..... :/
Not reading that
not to mention how the performance system counts the root bone for dymanic bone scripts which it shouldnt. always counts 1 extra bone for each dynamic bone script i have. not to mention the incorrect dynamic bone transforms count. always seems to add an extra quarter on top or so. seems like the numbers are a bit bugged. i have an avatar that has 3 skinned mesh renderes and 1 mesh renderer and its upped the skinned mesh renderers to 14 and the mesh renderers are now on 10 :/ it would be nice if the sdk actually told you a breakdown of where its getting the numbers from
Someone can help me in undoing my avatar, like when I put the avatar on humanoide, the tail stays ahead looking like ..... cough, well, glue can help to make the trunk of his tail and foot stay in shape normal
@mild osprey The root bone is not counted. Transform count comes directly from the Dynamic Bone script and gives the number of particles in the particle simulation-- there's really no more accurate/precise method by which to do it.
some wording suggestion for the notes
"Very Poor avatars will never show on Quest" but it also says "You can bypass this for individual users by using Show Avatar"
As far as mesh counts go, dunno about that. Would have to see the avatar myself. Easy way to see it is type t:SkinnedMeshRenderer and t:MeshRenderer in your editor
may want to clarify that there's no override for quest users to see very poor avatars
it is clarified as its own bullet point
The root bone is also a "particle" in the simulation
Hence why it gets a white sphere gizmo when you increase the radius
Not sure if it's counted in the "particles" property
Oh right I got implementations mixed up-- either way, the count as it is in-app (and in the newest SDK) is as precise/accurate as it can possibly be, as we're reading out the info from the DB script itself
was there any significant but not yet used functionality in this unity upgrade
If it counts the root bone for collisions then it's not entirely accurate, as the root bone doesn't respond to collisions. This gives inconsistent results depending on how many different bone chains you have (i.e. having several chains is penalized extra heavily)
This is the wrong channel, nab
The root bone particle is actually skipped in calculations too if I'm reading this code right
you're right i'll post it in a ded channel without anyone important to see it my dude
cheers @sudden jewel for the information ill try typing those to see. is there a list of these commands somewhere cause thats new to me
(that's not how conversations work btw)
The transform count has been made more accurate since they now also made the ranks read out the "particles"
Not just the limiter
But that was a while back I think
Its in the heirarchy search bar documentation for Unity
we don't document Unity's basic functionality (thank god)
yeah lucky you dont have to
Anyway from what I can see, the root bone in dynamic bone is "skipped" for all intents and purposes. This includes for collisions.
The "Dynamic bone transforms" stat should actually be Total transforms - Component count. Right now an unfair "advantage" is given to setups that have n dynamic bones in the same chain.
As opposed to having the same bones in different chains
The latter is more optimized in terms of raw transforms that are iterated over
But maybe the logic is that every component has some update logic of its own, so whatever.
would have to take a much closer peek, but you can minimize that issue (if it exists) by re-parenting your chains
AFAIK each component runs its own set of routines, so it is a non-zero cost to have 8 different chains vs one re-parented group of 8 chains
this whole system shouldnt even be called performance ranking anymore. since it doesnt shows the actual performance what is currently shown on the avatar. it just counts everything that isnt even active and even counts some things wrong. very missleading
Potential performance ranking system* ?
There is no (current) way to check the stats performantly in real-time (or even intermittently), so to avoid people abusing animations/other tricks to raise their rank, we have to count all disabled objects.
i feel bad for a few people cause they do skin swaps. so they have a toggle emote that switchs them from angel to demon but now it counts it all against their performance when only one of the meshs is rendered at one time but its probably next to impossible to tell the difference between things that are enabled on an animator at runtime and one that is toggled
It seems dynamic bone does indeed run some code before it actually starts getting to the transforms themselves, but I feel that should be covered by the "dynamic bone" ranking itself (the component count ranking, not the transforms ranking)
that doesnt stop them from abusing
people who are doing this stuff to annoy others, will do it anyways
how do my 2 components on my 2 breasticles end up in 6 transforms
You mentioned there were issues with re-checking performance intermittently, do you know what kind of issues those were? I know that getting components is expensive, but you could cache the obtained components in a list after load
2 components with 3 transforms within them as total
its only punishing for people who just want to be creative and work hard on still having it optimized
but each has 2 transforms
@surreal topaz Nope, I don't know the details-- just that people smarter than me told me "this is the best way we can do it right now"
root is likely counted, then
meanwhile it's skipping my colliders, maybe a mis-assignment
because i do have 2 colliders
on mine its telling me i have 4 colliders when i have 2 lol
Its not like people cant just keep uploading the same avatar, and ignore the ranking system.
From what I can tell the SDK might not show colliders properly. If I had to guess, VRChat is on an "older" dynamic bone version that doesn't have the ColliderBase class nor the plane collider
So if your dynamic bone is up to date from the asset store it will show 0 colliders
The update doesnt change anything except a little icon above the name (that people already ignore)
BlueASIS' point is also correct-- by default, the minimum rank is disabled. If someone chooses to block imperformant avatars, its like someone turning off shadows or post-processing effects in Overwatch or something. You aren't really "allowed" to force someone to run certain performance settings, it is their choice
i never had the sdk showing any stats besides poylgon, materials, bones anyway, so at least i can see something now
What's your avatar ID? I can check it by hand and ensure the count is correct. @mild osprey
ill grab it when i get chance just popping out for lunch
you can even report people for bad avatar performance. that is really calming when i know that the counting system is absolute bonkers
would proabably be worth removing that option now that this ranking system is in
Nah, we still want people to report stuff that's obnoxiously bad
it's the only relevant option to use when someone's using a modified sdk
how would you know? its not accurate
actually yeah it's possible to have avatars over 70k now that got grandfathered in with legit SDKs
If someone has 15,000 dynamic bone transforms, I want someone to report them
what about 2000
It clearly is accurate if its now counting everything
2000 is pretty obnoxious and would likely be set to private (if public)
i have a avatar with multiple bodyswaps/animators/animations/effects etc. that goes never over medium rank with whats currently active. but the new system will show me as one of the most horrible avatar that ever existed
i saw someone with more dynamic bone transforms than they had bones earlier
so! question! the new vr chat sdk says i'm using 11 material slots, but i'm using 5 as far as I can tell. how come? O:
additional objects like props hobb?
Material slots are the sum total number of slots available on all meshes on your avatar
you must reduce material slots, not unique materials
the only mesh in the project is the body for the avatar
So far the ingame report system still seems as useless as ever, both for avatars and worlds though.
Moderation emails are far more effective
yes
I assume both are useful, the thing with in game report is the lack of feedback
speaking as someone who digs through avatar/world reports fairly often, they are not useless-- they just have no feedback
So youll never know if your report got followed up
exactly
and i just realized that nekkid body might look bad, it's an animal so it's okay xD
yeah i unironically reported like a dozen worlds with 10+ terrible high dynamic bone collison count, terrigle polygon count avatars, but none got taken down 😦
Twitter has a system to let you know when your reports are acted upon, could be nice to implement a system similar to that
Oh ya oh ya
i just hope that this system doesn't slow down the moderation efforts with the excuse that it can be hidden automatically
i think just letting people know that the system does work and you saying that you personally go through them is convincing enough for now 😉
several people go through them, i'm just one of them
i kinda do it as a space-filler
thank you for sending them 😄
i just want the bad guys to leave, like everyone else
how should we report worlds for non vr friendly shaders
performance?
like every other video game - shoot the baddies except with reports
there will be some collateral damage but i hope this encourages them to go
Actually speaking of which, ages ago I reported a world through email for trying to circumvent the public perf guidelines by putting their stuff in portals. They uploaded empty worlds in these portals and when their world exited labs, they would replace these with laggy avatar worlds again. The world was never taken down.
I just looked and the world is still there. There are avatars in there with 1800 collision checks and 30 material slots.
is it the one rokk
I'm in it right now lol
@minor wren Probably environment-performance
kk
why havent you friended me rokk
I didn't?
i'm gonna go say hello to you
But yeah, if both world and moderation reports are looked at, why is Sci Fi Complex still up?
The guy has had their world taken down several times over this now in the past
But after a certain point it just stopped
30 materials can't be okay
yeah the skinned meshs i have 9 and its counting 14 and for mesh renderers its counting 10 instead of 5. just realised i had a few more than i expected because of a few shaders for connecting rings via shaders i have on the avatar
There's a portal to another world in here, let's take a look
10 colliders per dynamic bone is also going overboard
Oh lord
Reminder that I reported this world and if I go by Tupper's word, someone personally looked at this world and decided that this is okay.
also 2 dymanic bone coliders and its counting 4
maybe body switching/mmd dances?
So is this misinformation or just poor moderation?
The stats were just as bad before
looks like its counting each collider twice to me
my collider count doubled too
idk, just guessing
the tri count is too much, probably multiple copies
It definitely doesn't seem like world reports are taken seriously if this shit can remain up
from what i was told today by lily they no longer count a load of this towards the worlds avatar performance limit
they only count polygons now from what they said
Well material slots surely still count
And if polys still count then this one is way over, at 500k
i doubt anyone even looks at reports just wait till the next update
Well Tupper just said that they look at reports, clearly that either doesn't happen and we're being fed misinformation, or isn't happening well enough.
time to load up canny
remember that each trail renderer counts as a material slot too
lol
Yeah these have 10 trail renderers
if an avatar has 10 trail renderers...
But he said "2000 would get it set to private" which this world definitely meets lmao
Of course getting set to private means nothing since it's been done before
They'll put it back
Apparently nobody on the team gives even the slightest shit about these people since they have been doing it for half a year
¯_(ツ)_/¯
I sent a mod email about it when it was in labs and that worked (even though they were supposed to have their world uploads suspended)
But when they got out of labs they never responded
Reminder that 37 materials and 1800 collision checks is allowed to be public
All the work people like me and Kareeda put into optimizing their avatars to go below 50 transforms, and ultimately the rules just get revoked anyway.
I appreciate the hostility
You too bb
For what it's worth I think counting disabled objects is an extremely bad idea, just because I was finishing a rant from earlier doesn't mean you immediately have to act like a dick.
1800 dynamic bones is gonna lag people
And public avatars should absolutely adhere to a particular standard
That's not a fringe, that's about 20% of the avatars that I see in public these days.
It's a bit of a weird issue because I think the performance ranks are very unhealthy, while the old public avatar world limits were good.
@sudden jewel quest users saying they can still see very poor avatars
Well yeah the rank never mattered lol
Oh i see those all the time, there's one near me with 9.3m poly
I'm very poor because of a mesh particle that's 5001 polys
@surreal topaz That is not really what I said, so that isn't really "my word"
both their own and others'
i opened a canny article. seeing as it does seem like the check for colliders is doubling the figure
very poor indeed
Can you link it, please? Did you include an avatar ID?
Please attach an example avatar ID there, would be very helpful
(not complaining, but still don't get the train renderer thing)
Well from my point of view I reported, say, 10 worlds from ingame that were clearly rule-breaking, and all 10 of them were still up. That's a pretty high failure rate. From my perspective that means the system failed 100% of the time.
ill include the avatar id shortly.
alert alert there's quest avatars that are visible but outside the poor range for quest
aka all quest avatars
And that's why I suggested moderation emails as those don't slip through as easily, but apparently sci fi complex is proof that an email can be ignored just as easily.
The sheer volume of reports makes ingame reports in almost any game feel useless unless they have people dedicated to sifting through them
If they don't then there's no point
We get through as many as we can. I know for a fact that world has been removed before, but its likely it just got put up again
Yeah, I reported it before and it got removed back then
But it keeps getting put back up untouched, sometimes they put it back up with "empty" portals and pedestals (or rather, the worlds where the portals lead to are empty)
And are then later updated to be filled again with unoptimized avatars
Is that one of your own avatars?
@surreal topaz just a Cube with some Hiddn Objects
That doesn't surprise me. This is one instance where I would say that they got something right for once.
99:99999% will never be visible ingame
32 bit int max particles
nice avatar bro
yes
your shitty terrible modified SDK avatars are finally gonna be gone
i can't wait. some asshole in your world DDoS'd me for hiding one just the other day
good riddance
imagine litterally putting 32 bit int max particles on an avatar
so now, the complete perfomance statistic is meanigless, becaus the system freaks out with objekts that are hidden, dont cost anything, and are not bindet, so they cannot be startet
and being angry that it's gonna be hidden
Unfortunately they can do lasting damage to you since IP's are expected to be public info and trust ranks can also be dropped
3 2 b i t m a x i n t p a r t i c l e s
should have thought so I forgot I had a sword on this avatar with those lights
what about the cloth though how much worse is it than dynamic bones?
as you can tell i'm a noob to this
now with the new update of the system, the avatars with clones inside themselves to make animations, will have twice polygons, my questions is this will not cause confusion among the people to report the players by modified sdks?
F
Cant really use the performance system to judge avatars since you don't know what's actual there or what's hidden
now that counts all the polygons even those that are disabled is an instant block if you have activated the option.
If you use the new blocking system you should just assume you will not see any intricate animations as most of them will go over some limit. The only avatars that aren't effected negatively by this update are the ones with no hidden stuff
Can anyone explain material slots?
@storm basin not only polys.... everything now gets counted from the clone.... bones, material slots, meshes, etc.
@vestal steeple Material slots, the term to defentiate between unique materials and materials. Meaning all materials count, even if they are the same. So 5 copies of the same material is 5 now, when before counted as 1.
So...I dunno where I should be saying this, but one of my models is a good 50K-ish polys, but the new sdk is saying its got 99k
I double checked blender, thinking i might have forgotten to decimate something, but that is not the case
And the rest of my models are fine, its just this one specific model :/
Nvm actually -.-
I fixed it
Did they Optimize the removal of Non-Skinned Meshes where they dissappear or something?
fuck the new update
it even mess my perfectly self optimized avatar up -.-" im with you Lib, screw the update.... that is aweful as hell
fuck the new update.
I spent so many hours working on my avatars
ytring to keep things as optimized as possible by using hand gestures and other tricks
boom
but what we expect... vr chat devs dont listen to us anymore since half year, they god we are peasants... so they do whatever they want
now they're all blocked by default
vrchat has just lost something of what made it so great
Same I went from "Good" to Very poor on all avatars due to toggleable objects lmao
Lets just sit in front of mirrors and jerk off
Im much more active again in Second Live than in VR Chat >.<"
they should have let it as it was
yeah definitly, or better first fix all the things slowly part for part
if someone is "smart" enough to hide their shit with gestures rather than leaving it all as idle 'mode' then surely they care enough about the game to optimize their avatars
If users wouldn't exploit everything there would not have been a need
before adding new stupid game breaking features
And if users cared about optimization without any limitations
Also, isn't it only default enabled on quest 
no need? stop being ridicolous, we allways tried to negociate with the devs and we allways get kicked in the backs since a half year
I have a flashlight in one of my avatars, I only use it when exploring really dark maps, it's rarely on
how the fuck does that affect your performance
if i try to follow the guidelines of the avatar optimation thing from vr chat it is not possible anymore making a avatar that doesnt look like a pile of shit
it was possible by toggling your stuff with hand gestures up to a certain point before this patch
but right now
creativity is dead
vrchat has just lost one of the things it made it so great
Except that it isn't.
well your wrojng Paul
clearly
if we dont follow there are many people who report the user with those model
t. tda sameface with no props that does nothing but stare at a mirror
and what we get? a timed bann
tell me
what do people do about snail markers now
I made my own optimized snail marker
that's only active when yuo're drawing
boom
happened to my friends alot what makes public rooms not enjoyable anymore
now it's very poor
What about props? Guns? Anything?
70k is more than Enogh for 3 whole avatars. So one with a lot of props is no issue
with heavy decimating on the quality
it's not just props
you clearly haven't made any shit with your avatars so you don't understand
word
Ofc if you just dump every mmd you find without any work it'll not be good but that is because it isn't good.
20-30k fits nearly any avatar, yes even complex ones. If you know what you are doing at least
i build my own avatar tbh., just saying im the creator of Axion if u know that name and that avatar was pretty good optimized i rework on that months
cause any update fucked it up over and over
If you think polys are the only thing that make up vrchat than you clearly spend all day long in front of a mirror
polygons arent the issue Paul
even a 1 mill polygon avatar can run perfect if the creator optimized it right + with dynamic bones etc.
thats an fact
no point in discussing with this guy lol
One does. Yes... But that isn't the point 
I'm making a canny
forget it paul, ur like a brick wall right now
reminds me of vr chat devs few months ago, no chance to negociate with them
Just another yes man that sucked up his way all the way to mod
The reason disabled stuff counts now is because it got heavily exploited to circumvent limits.
And that's in the players
with no clear understanding of avatar optimisation
Oh ofc. That's why I'm not complaining and have no issue to stick within limits? 
Just think about your sentence. @heady smelt
Doesn't make sense.
So we get the shaft because of malicious creators.
yep chief
That's unfortunately common in game development
others do shit and we game
It just strikes way harder here
thats ridicolous paul
and i work with devs
that was a not nessesarry action u guys did
80 plus avatars in my world and now they're gonna be labeled as crap. hardly seems fair
well i will stop trying to negociate too
i wonder how long vr chat can survive...
oh it will survive
but it will evolve into a less primitive community than it was before, remembering the good old creative 2017 - mid 2018 days
2017 best ever...
sure it was laggier but the creativity was just bursting
now we got sleep worlds all over the place
well im out for now, have some stuff todo
It was an honour creating with you, gentlemen
goodbye alot of public avatar worlds
same i go back creating stuff in Second Live
Lol funny thought in head; feel free to steal the idea from me --- So there's this VR Quester that says "Did you do it?" And then VRChat with Thanos Body is like.. "Yes"... and the VR Quester says.. "How much did it cost?" ... VRChat with Thanos is like... "Everything"
Make sure to put the VRChat Logo on Thanos Head and.. Oculus Quest Logo on the Small Girl thing
not the place for feature requests
it also isn't the end of the world incase anyone is wondering
Killing creativity in a game where all is about creativity and being social is one hell of a self destructrive and very not smart move
"killing" would be an exaggeration as it's a limit that is essentially turned off by default
nor does it eliminate the ability to show unoptimized avatars for the sake of "creativity"
Im sure they are trying to improve overall performance for all users. But i think they should give each user the tools to fine tune what they see. An avatar with effects and animations if only bad when the user is not using them with some kind of regard for others.
i don't agree with counting the hidden objects but it's kinda necessary but they probably need to differentiate skinned polys from prop polys
I like how people talk about creativity and bash Knuckles.. but I'm not a Knuckles anymore.. I'm a Kermit.. and things gone uphill since I became a Kermit; we fight and thrive on the land.
it is killing if you punish everyone for making something that can do a little bit more than just staying around. i spent a shit ton of time in making my more creative avatars still omptimized. like bodyswaps, animations, toggle systems, effects etc. all managed and put together in a way so it doesnt is above medium at any active point. but now it just counts absolutely everything that isnt even active and throws good avatar instantly into very bad. hell even prevents me from uploading with the new sdk because of body swaps. because it counts all the stuff that is only shown when other stuff is disabled and says to many polys... you can report users for having bad optimized avatars, and now it just shows every avatar as absolutely horrible that has a little more functions than being a dull puppet.
when people use the feature to block "bad" avatars you are instantly one of them if you put a bit effort in your avatar even tho it never is worse than medium at any displayed state. sure for the basic avatars that are just there and cant do anything more this doesnt change so much.
but they stab the people in the back that make content for the game. i am aware that there are some bad apples that abused the ability to toggle hidden objects, but they will continue doing it anyways. the only people that get punished are the honest creative avatar makers. this update is one of the biggest garbage dumps i have ever seen
i am a bit tired of repeating myself about how bad this update is... so here is also a lot of good explanations why this update just sucks https://vrchat.canny.io/feature-requests/p/counting-hidden-objects-when-calculating-performance-rank-is-a-terrible-idea
also calling it "performance rank" is missleading. since it doesnt show the actualy perfomance but just everything that is on it and will most likely never be activated all at once
yeah i've already read it and it still isn't "killing" sure it's probably very saddening to see work that you optimized and put work into being hidden
regardless you gotta understand that the system is basically off by default
did you even read what i said and what i wrote in the canny? there are enough examples why it is horrible even with nobody having the performance rank blocking enabled
last time i checked you didn't "write" that canny unless you're raccoon in disguise
and yeah i've read it and my point still stands
scroll down, i was one of the first that commented
well there we have different opinions^^
well yeah the poly shit for non modified sdk is pretty bullshit
Since the update my avatars are showing more dynamic bone transforms than before. (from 16 to 22 on one, I only have 16 animated bones on my character though). I don't have any hidden objects on them. Anyone else having the same issue? Do I need to reupload the avatars with the new unity version maybe?
hence why i did comment earlier that they need to differentiate skinned polys from props
@stuck moat do you have offsets in your dynamic bone settings? it counts that too now
@fathom mason That could be. Must have overlooked that in the patchnotes. Thank you very much 🐣
good luck, i hope its only that^^
Will try as soon as the new unity version finishes installing.
https://gyazo.com/899353965fd9177ed347699e44988038 imagine optimalized avatars in vrchat
Great update just keep up the good work👌 👌 👌
Has the system been incorrectly counting things?
I've seen quite a few ridiculous values going along
50 avatars in one? 
maybe people just believe that their very poor avatars are optimized
i'd love to see a before and after rather than a dark red list of high numbers
i'd also want to see the unity file and anythign that can explain these madness of numbers 
like, i get that you'd hide one or two things like a weapon or something
but... like... THAT is a whole different level.
417 material slots though... what in the blazes is using that much?
maybe they swap between 416 outfits
more like a ton of outfits and avatars in one
cus 26 skinned meshes doesnt come from nowhere 
Its a 3 min long animation on myavatar..
Do the objects that are unused get disabled mid-animation atleast?
I can see that as being a major lag hoarder otherwise
even if that is the case this must be a giant avatar file
if you actually want to call that optimized regardless of enabled or disabled you have a creative mind. 
most game animations are designed to be optimized and short for obvious reasons
Only use the avatar when you need it then
perhaps you should consider using a separate avatar without the animation** that would definitely be better for bandwidth and memory
I hate the hidden objects being accounted for like most people do, and if the model properly manages disabling/enabling things, then props and i feel sorry for the limitations that are being slowly set in stone for creators like yourself
yeah it sucks but alot people think it's okay to make animations and throw everything in the kitchen into a bowl of cereal
All of those things could be managed and be lagless is the situation here, although the numbers look absurd, complex animations really stack up the numbers, even if optimized to hell and back
So i really feel for these animators
yeah
Like for real now if you want to keep your avatar stats atleast medium you literally cant add anything
Make a sperate avatar that doesn't have everything
1 particle system with trail insta medium btw
I also recall messing around with disabling/enabling dynamic components to not always be on the enabled state, that's kinda null&void now tbh
I wouldnt know how to get some of my avatars back to at least medium without starting them from scratch.
Even by mistake, how do you even manage to fill a single avatar with 400 materials?
Particle systems
Meshes like sword etc
https://gyazo.com/027e78d3e3b2969f3f49c13c2cac1d52
but i have higher ones
108 skinned meshes yum
must be a whooping lot of particles then... I don't think I've ever had 400 materials in all my avatars, all my projects combined.
Wenow just racing with other animators who have higher xd
Seriously though, is the avatar stats just counting all the particles as meshes and materials? It can't be just the avatar itself, i refuse to believe it.
Material swaps too i assume?
in what situations would you require 3 THousand materials for animations?
Ironically animation avatars get crazy amounts of values, even if when used they seemingly cause no issues
If everything had a material swap, i could see the mat count double or even triple
"why is everyone blocking my avatar" - in the next episode of dragon balls.... stay tuned
Sounds about right
Imagine blocking every very poor avatar
Don't imagine it, just flip the autohide switch
yeah well.. if i see those stats, that's an insta avatar block.
Lobbies like for some people just floating blocked avatars
And then there's people that do outfit swaps, even being optimized, das very poor
Or just upload multiple avatars, different outfits.
Dynamic bone colliders that are only enabled on gesture? Very poor
Different light sources (1 per gesture, no shadowcasting) Very poor
I'm still manually blocking some ridiculous avatars, since dynamic bones usually just sends any avatar into very poor
Animations that spawn something very far away? Look at dem very poor bounds
IMO dynamic bones don't cause that much lag. or maybe i don't notice much since I don't play on a 10 year old pc that most players do. no offence but jesus.
Well, if you use an OG nanachi like I do, it does send you up to 600 dynamic bone counts or what it was called
the entire nanachi community got screwed over btw.
Most people did
Usually quite a few rows for the back, one row for the tail, 2 for the ears
3-5 rows for the back iirc
a long time ago... when i still had the cape and a ton of materials
well you got 10 colliders there you go
Eyup
all of which made the ears and cape move beautifully. The front hair wouldn't move right if used on the Head dynamic bone script. same with the ears
the ears themselves wouldn't go down, but stay up and move to the sides only.
Oh yeah, single root dynamic bone setups are horrid imo
@rigid ridge u nub
That is why I had a bunch of components. so it wouldn't clip around either.
But now... sigh... it's boring and ugly.
Gotta make those quest-worthy avatars on pc amirite?
nah
quest was a nice idea. Until they removed that 30k limit down to... what is it now, 7.5k?
poly limits are necessary for a platform like quest
It's a glorified android as a headset
oh ok, 10k now then
but it never had a 30k limit
It did, though.
it never had a limit until they finally did it
or was it 35k? I uploaded a decimated quest counterpart nanachi so quest users would see it
And they did see it. People on quest commented on it
the limit was undecided (if thats what ur talking about)
Well I heard from Rantis that it was like 30-35k some weeks ago
nah
Anyways, now i'm not gonna bother with a quest counterpart because a 10k limit is as ridonkalus as it was in the far past, except twice as worse
do u know why its 10k?
imagine playing on quest and just seeing blocked avatars. what a nice rec room experience
Yes, it's because quest uses potato components.
So they can stuff more users into a room without their headsets frying i suppose?
Hopefully the next quest uses component from this millenia though. sigh.
complainssss...
What's the max player slots in a world for quest?
i think they recommend 10
Any upperlimit?
I've seen 16
If 10, that'd equate to exactly their poly limit, 10k, if 16, the max polycount to plausibly maintain all of it would have to be 6250
So if every avatar went above said threshhold, it'd definitively go over the 100k limit per device
The headset is actually worse than i thought... sheesh i didn't think that was possible
There's rifts being sold for cheaper than quest, even though they're sadly being retailed instead of shipped from oculus, did they flat-out discontinue the standard rift?
I heard it wasn't available... well, anywhere
yeah they don't sell it officially anymore
they did a buncha sales for rift and ran out of stock i assume to make way for rift S
That sucks... i heard that the rift S is a downgrade
actually it isnt too bad
many people just think it sucks due to going inside out but oculus does it way better then WMR
thats.. probably one of the only real good things, besides it being more portable and what not
The Rift S is a downgrade
It also doesn't have IPD adjustment
The cameras and tracking are a bit better than WMR but overall you're getting a worse deal than with a Rift or a WMR.
As such, if my current Oculus dies, I'm getting an Index.
We'll see how great the index will be. For now I'm just happy to get a new VR HMD that doesn't overheat 2 minutes after startup ahem ahem vive pro...
TBH the problem with the index is from what i've herd.. atleast... 6 month backlog, but atleast the basic vives pretty good.. yea?
The vive controllers are legitimately the worst you could have
And the vive in general is super overpriced
So who knows how to remove the additional material slots? I have four materials I atlas but have 10 material nslots in vrchat.
Material slots are accounting for everything, including disabled objects, do you have additional objects on your avatar?
Also, I believe particle systems count for two slots even without a renderer
Only one object and that is one material so it shouldn't be more then 5
Do empty objects count?
Because I have two for sounds...
Perhaps your model has empty material slots?
Keep in mind, reusing material slots with the same material will still account for those slots being present
Or perhaps the system is being dumber than usual
That what I am asking how do I remove them in blender.
Under the hierarchy you have a row of icons, select the model first and then you'll see an icon that looks like a checkerboard sphere, that's where your materials are, select the unused ones and press the - button to the right of it
Yeah pretty sure there is only four. Will have to check later thanks Exsgt.
Keep in mind that if any material is being used, it'll attach that section of it to the material above, if no material is above it, it'll put that section on the material below it
I.e.
BodyMat
EyeMat
Removing EyeMat will make the eyes use the BodyMat, and viceversa since BodyMat has nothing above it
What about rolleyesfromannoyance.mat? Lol this thing giving me a headache after I finally got my avatars to most good lol
I don’t know what people are talking about with all these suddenly-Very-Poor avatars due to excessive “empty material slots” - none of my avatars have this issue; were people intentionally giving themselves more material slots for some reason?
much rather have a stat for what's showing all the time on avatars and another for what is hidden
y'all aint seen nothin til you see 2^31 -1 particles on a single avatar
imagine literally having so many particles that you hit the signed 32 bit integer cap, meaning you actually have more but the vrchat devs didn't use a data type big enough to show you in the menu
and then complaining that the new system sucks
@amber hemlock it just refers to all materials, not just unique ones
@amber hemlock @limber vale doesn't mean that the issue isn't there. Like I said not sure why my atlas avatar which I got down to four materials is suddenly back to 10 which turned it into medium, I will give you the anchor I made is an added material but that would still be 5 and good, were the other 5 are coming from is beyond me, u less empty o jects count as a material. I have two of those for sound clips.
Empties do not count. Basic shapes do
And yeah I’m guessing people have a higher material count set on their skinned mesh renders than they actually need
You can change material count from 1 to 100 and vrc will say you have 100 even if you don’t
VRChat Devs are funny people, .. i think they love it to read one and the same book over end over again .. 4 times 5 times and more .. and realy hope somthing inside the book will change ... .. so they buld a script that checks every avatar , everytime it get loadet and are hoping something changes .. instead of saving the result in a database and if you load in an avatar the results will also be loadet ... 😉
yeah that's a little silly
we have to load an avatar before the system can block them
because they don't just store the performance info
store where
i have to read "Titanic" again .. maybe this time the Ship will survive 😉
@minor wren in the same database that stores the rest of your avatar informations
server or local
server
so they would load up the avatar server side and grade it?
Cashing would require a server that otherwise has no need
That would make sense
you can set a flag (never loadet) or something you want, and the first guy who rated an avatar saved it automaticly
Why involve a server where one is not necessary
they dont even need to -load- the avatar server side
You are just making a point of failure where one does not need to exist
Because bandwidth from Amazon is expensive
uhum. and what if you send in false info about that avatar?
That's why it's run on-server
that requires lots of resources
it requires very more resources to check an avatar everytime it loads
@amber hemlock how is that fixed then?
The whole point of Crowd sourced performance means no one can trick it
All it requires is a single server instance to run a performance check
however, making a local cache sounds better
there is a local cache and they did it all wrong
it stores shit sequentially and when large enough no longer functions
but that checking every time is done by the client
which kinda.... ruins the point of a cache
and they don't need to pay for that
Isn't that a problem within Unity?
no the vrchat cache itself
They pay for the bandwidth to download the Avatar
Which is essentially immediately not used
I need to be real here I think this is a record so far for obscure things to complain about
Make a canny...
we do have more pressing issues
Yeah like picking better statistics to actually block avatars for performance rather than everything
Polygons, mesh renderers, materials, yes block them as very poor
Particles? We have a particle limiter for that
Oh did they break it?
Lol that's insane
i doubt that's ever enabled by any means
Yeah mesh particles at that level just shouldn't be in an avatar even if it's properly segregated in emotes
There's an efficiency problem there
especially since the real number of particles is higher, that's just the cap that vrchat displays in the menu
this is not a crasher, this is an inactive object not bindet to an animation .. only to show how stupid this system is
why is an inactive object that isn't used at all even being uploaded?
just remove it
to show that you cannot trust a statistik anymore
i can always unhide people who are cool
I mean if you have literally unused shit all over your Avatar I don't want to load it 🤔
that element dosent do anything with perfomance, it is nice, it sits on a "good" avatar
now i understand why random avatars take forever to load, even without music
True facts: statistics are for legitimate information, not necessarily illegitimate information like stuff that’s never used on the avatar but slapped onto it
If anything I’m glad it makes them very poor
If you have unused stuff on your avatar it is poorly optimized so the negative rating is accurate
Im very glad to be able to now identify why avatar loading is so slow and so much ram used now
with madness like this
imagine needing 3700 different shaders
There was an avatar world that have two different version of the avatar, one all clean nothing in them and one with all the special effects and sounds. Do that if your avatar have a truck load of unused hidden objects
reminder: you only need a unique material per shader
It’s entirely accurate. You are using it if you are displaying it or not
mesh read/write is also entirely used for hiding poly count
imagine being so embarassed about it that you hide it
They know what they're doing
and you know what, this avatar have 8000 Polygones 4 Materials .. the rest of the information is garbage
thats literally "i will always be rendered: the avatar"
Wtf that bounds size
then remove the shit that's making it garbage
it dosent count, the avatar dont load longer or thigs like that
the problem with these statistics is that most people don't understand them, they just see large numbers and freak out.
it is "one" plane at 1+e30
why did you make that?
2 polys
2 polys and 1355 material slots?
1 mesh particle system (inactive) multiplicates all materials more and more
its almost like he thinks we don't know but he's actually the one that doesn't know
without that "one" inaktiv plane and particle system the avatar is rated "good" 😉
@ me when it's uploaded please
then remove your one inactive plane.
why not make the object at the avatar in low scale and put it away with an animation
shouldnt that work around the bounding box issue 
bounding box changes actively ingame
you can also put every particle system to a max of 0 and animate it to 10.000.000
the screenshot shows that the plane was that far away when checked
but that showes more that the statistic is stupid
it shows that its still exploitable, not nesseseirly stupid
Ok but why
I’m asking for the practical reason you are doing this
What function are you accomplishing
the biggest laggy thing at the moment is that script that everytime an avatar loads is checking it
it laggs more than every avatar you see
and that for an information that dosent realy help
Thought so
Saying that avatars appear to load much faster now
one thing that can help, is to store that information that dosent change ..
so it can be loadet and the script dosent need to run every time an avatar is changed#
store it how, and where.
And yes I agree there should be a system that doesn't just assess on load
it would have to be calucalte on the server and submited bya trusted client
Maybe the master can assess and push it to everyone else
else people will once again just mod the fuck out of it
