#avatar-optimization

1 messages · Page 45 of 1

minor wren
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they don't care about the false positives

surreal topaz
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they don't care about the false positives

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FTFY

minor wren
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they care what their friends think or want

heady smelt
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Just do hidden meshes

minor wren
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the general userbase? nope, just noise

heady smelt
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I mean... from personal experience, I can tell the avatar creator communities are turning into erp groups

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😔

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Now that's unoptimized

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Look at all those dy bone colliders

minor wren
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great, now you can disable those if they are over a limit that you can set

heady smelt
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Just use them as a separate mesh w hinge joints

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Wanna go to a private world and see my excessive bine jiggle?

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No bone jiggle is excessive when it comes to private worlds

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Should I invite tupper to come to a private world and look at my physics?

upbeat mural
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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.

heady smelt
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Just ask floppiii

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Hes the one guy with lightning

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Carefull tho

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Things gonna go boom

shut sequoia
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i mean they've shown the unity profiler before

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i rarely see anyone here use that for a basis for anything but worlds

queen hedge
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What is the limit number of bones can we put in PC avatars?

heady smelt
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there's no limit but you bet you're getting autohidden asap next patch if you use a ton of bones

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you only ever need more than 50 or so bones unless you're using dynamic bones anyway

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for a humanoid of course

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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

queen hedge
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Ty

scarlet locust
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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?

graceful vine
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Each material = 1 Drawcall

woeful ember
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"it depends" there is no linear result

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learn to atlas your materials down to each unique shader that is necessary to create a desired effect

graceful vine
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There is no fine line, you should be optimising this stuff outright

woeful ember
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^

buoyant holly
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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

supple reef
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Just a quick question

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Is a 'good' bounding box fine?

amber hemlock
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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

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At least that’s one reason I can think of

solid smelt
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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

heady smelt
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bounding box basically doesn't do anything other than tell other people when you're supposed to be visible

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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...)

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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

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it's a -bit- silly that having a writing avatar will mean 'poor' on quest though so it'll be autohidden by default

minor wren
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crashers? very poor? how?

heady smelt
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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

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i'd expect 'customizable performance ranks' in the future to extend this

pine flame
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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

heady smelt
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it'd have to scan every frame to catch people causing problems

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this system feels more 'honest' even if it's not great

solid smelt
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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?

heady smelt
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you'd figure that out interacting a little bit with em, you keep medium ranking all the way til 8 skinned meshes

minor wren
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updating every x seconds would be fine
you don't have to do it per frame

heady smelt
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and you can get 16 up through poor

solid smelt
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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.

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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.

heady smelt
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what's the best way to go about fixing that

visual tinsel
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Don't decimate your fingers usually.

heady smelt
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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

visual tinsel
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They're the things you probably look at the most.

heady smelt
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well, this is for the quest version, and i don't have a quest

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i needed to decimate to get some poly headroom but missed that i was breaking the joint areas

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i avoided breaking the joints for the knee and elbow areas

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i suppose i can split an edge and kinda work from there?

heady smelt
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lol.

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bonus: they're 12

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and got it from a public world

surreal topaz
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Yeah public worlds have no optimization enforcements anymore

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Other than moderation emails or if you happen to be on vrg lmao

heady smelt
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:^)

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imagine having 2 million polys for no reason

minor wren
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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

heady smelt
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At least the other stats are optimized

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eh i hardly consider 16 materials optimized but they're certainly not as egregious

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Well at least he’s not using dynamic bones or colliders so he’s optimized in my book

still perch
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if 2 mil polygons are optimized in your book you should throw your book away

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😃

heady smelt
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Throw your spelling book out 🙂

still perch
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throws Bully out

heady smelt
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I’m boutta T r o w these hands

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And they’ll hit you harder than my sarcasm

keen wagon
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I love the av scores, makes everyone try harder to get a higher outcome

surreal topaz
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Not really

heady smelt
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Or try harder to get higher numbers

surreal topaz
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Yeah lmao

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I've seen people stretch their mesh particle polys so far that they end up in the negatives instead (excellent territory lmfao)

heady smelt
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It’s why they don’t keep breathalyzers in bars

surreal topaz
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Maybe I should do that too

heady smelt
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People will compete for higher numbers

keen wagon
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lol

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the pug with a breathalyzer, I want this now.

heady smelt
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I wonder what world has the highest ratio of drunk to sober people

shut sequoia
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Hmm

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That's a good question

heady smelt
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I want to say the pug but not sure

surreal topaz
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Nah it's

shut sequoia
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Probably room of rain Hangouts and unpublished maps with groups of friendd

surreal topaz
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The ducky roulette

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If we're going by numbers, it might be void club because that Y Bot Discord always gets fucking hammered there.

shut sequoia
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Yeah for publics I'd say void

surreal topaz
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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.

misty knot
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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"

surreal topaz
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Well I agree with the first one. Raising the poly limit to 70k was a good move

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But it shouldn't be any higher than that

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The current poly limit clearly fits neatly into Oculus' estimates on how many tris a scene should have

misty knot
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There's always that MMD that's just over whatever the limit is, which means the limit should be raised right? 🙃

surreal topaz
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Honestly I rarely see MMD's over 70k

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It's usually those damn modern game rips

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PS4 game protagonists are like 170k polys

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Kratos is insane

minor wren
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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

surreal topaz
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Man, I've seen a 100k poly lollipop. That was fucking insanity.

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I remade the same lollipop with 440 tris instead

minor wren
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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

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just keep it out of public maps and avatars

pure bridge
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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

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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

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a game is pretty different tho

heady smelt
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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

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those are often uploaded by modified sdk nerds too

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i have no idea how anyone finds that base interesting or cool at all

pure bridge
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cuz tda base is popular

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it was convenient snd easy to edit / add on to

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so a lot of people made assets for it

minor wren
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thank you for teaching us your objectively better taste

heady smelt
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not the tda one

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it's something else, wish i knew

pure bridge
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ur prob thinking about either miko base or "kancolle" base

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loli fox girl or ship girl

heady smelt
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nah it's not miko either... it was the one hannah quinn used

minor wren
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"slut fox" is probably a tda edit

pure bridge
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i dunno who hannah quinn is >n<

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do u have screenshot?

heady smelt
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not on hand, let me look through some mmd stuff and see if i can spot it

misty knot
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"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
heady smelt
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erp starter list^

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if you're 12 maybe

misty knot
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coming soon to a Box near you

heady smelt
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Cloth physics eww

pure bridge
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that is like 15% of avatars tho uwu

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always the box

heady smelt
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this same base

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yes and each and every one of them is laggy and shitty

pure bridge
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ahhhhhh. they look like dolls ew

misty knot
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They do serve as useful markers of people with nothing interesting to say.

pure bridge
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those arms actually look like tubes tho

heady smelt
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i'm excited to autohide every single one of those by hiding very poor performance avatars

pure bridge
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same

misty knot
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with disabled game objects being counted, you'll soon be blocking a lot more than just TDA mirror girls.

heady smelt
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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

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if you're a serious animation guy you should be able to get within the Poor range

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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"

surreal topaz
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@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

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I know the one he means, it's the one larens and krogenit use

heady smelt
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yes exactly

surreal topaz
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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.

heady smelt
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Surprised larens is still making the same avatars

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i doubt they are

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prolly been up for over a year

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Actually I’m not surprised at all

minor wren
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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

surreal topaz
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I'm not really one to criticize taste, but I know what he means

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It's just another fad

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The glowing tattoos in particular

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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

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Beforehand we had all the wolf boys (which I still stick with), and before that we had kanna's and mikos

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¯_(ツ)_/¯

minor wren
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you can have that style staying under the old public world limits (rip) and get the same hate

surreal topaz
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Almost any model will get some sort of hate

minor wren
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next will be boothcats

surreal topaz
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Some of my more recent models make some people wary that I might be a crasher

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Even though I don't have any obnoxious shader stuff going on

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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.

heady smelt
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What’s your model look like that to have it deemed as a crasher lul

minor wren
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still better than paying avatar world makers for uploads

surreal topaz
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It's that one model made by Filn that was favored by crashers for a bit (and still is on occasion) @heady smelt

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EN

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Also happens to be the one that subcom ripped off several times lol

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First literally and then metaphorically

heady smelt
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Eww that model gives me subcom flashbacks

surreal topaz
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Yeah

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This is the model that subcom first stole, then ended up 1:1 remaking after they got taken down several times

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They also tried selling it lol

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Unfortunately, that incident didn't really make the MMD community view VRChat in a favorable way

heady smelt
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Has it ever really

surreal topaz
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But anyway, this model is associated with "crashers" so I get my avatar hidden sometimes as a precaution. It happens

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Even if I don't have any rimlights, weird shaders, or tacky backpacks/weapons

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People have different tastes and some people can be dicks about it

minor wren
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"that looks like a crash avatar" is something I hear often about someone else's avatars

surreal topaz
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I have to admit, I have told people that on occasion

minor wren
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(it's not)

surreal topaz
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Because it's true

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In the sense that sometimes an avatar does look like one

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Even though I trust that it isn't malicious

keen wagon
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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

surreal topaz
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In case anyone knows Jawbones, he often has avatars that look exactly like crashers even though they never are

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It happens

heady smelt
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Jawbones is one the few avatar creators I actually respect

amber hemlock
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I only intend to block VERY poor.

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And only until I get something better than a GTX 970

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It doesn’t take much to lag me

heady smelt
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im on a laptop 1070 and will be blocking very poors for that same reason

misty knot
sweet mason
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Blocking shader really give you your fps back

minor wren
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not for me
dynbone limiter at 1000 checks does it for me
that, and disabling custom animations

heady smelt
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1 light puts you in Poor i think

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not very poor

misty knot
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The #1 thing I can do to get frames is to hide name tags.

heady smelt
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name tags are down to 1 draw call i think after last patch

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yeah just double checked, 1 realtime light is just gonna drop you to Poor @misty knot

minor wren
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(citation needed)

misty knot
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that's nice if so. Haven't logged in a lot recently. motivation's kinda sapped at the moment.

heady smelt
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some of these numbers are quite hard to exceed for normal use

sweet mason
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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.

misty knot
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Hmm, I thought I've seen someone with one light show up as the super-red in avatar stats. May be misremembering.

heady smelt
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even dynamic bone collision checks go up to 256 for poor

sweet mason
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Set collider was anoying. But I dont use dyna that much anymore in area that would cause cliping

misty knot
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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.

heady smelt
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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

sweet mason
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Same

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Like weight hair to the chest

heady smelt
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it's unfortunate that the settings are so 'coarse' but it's better than blocking by trust ranking imo eremite

minor wren
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you can already do that tho

heady smelt
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yeah, it just doesn't make much sense

misty knot
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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.

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a logistics nightmare, but I can dream.

heady smelt
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only problem there is that it would depend on other factors but yeah

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my question is

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can you do 'show avatar' on someone even when they're above your performance rating setting and still see them

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(like you can now with safety settings, you can select 'show' 'use safety' and 'hide)

misty knot
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I'd assume so, but it doesn't work with the bone limiter so I guess we'll see.

heady smelt
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the whole dynamic bone limiter thing was silly. needing to edit a config file? please

sweet mason
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The upcoming update allow you to block auto by opty rank. But If you are red because of one thing. Bye bye

minor wren
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Those laggy trail renderers must go!

heady smelt
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upvoted @misty knot

sweet mason
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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.

minor wren
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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?

misty knot
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^ 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.

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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

heady smelt
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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

misty knot
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Calculates more often... More CPU? Higher performance ranking. Yes. OK.

minor wren
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There should be an sdk component to make multi arm avatars more optimized

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Especially fingers

misty knot
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I just use the LimbIK from FinalIK and animate the fingers in the gesture overrides.

sweet mason
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We need to buy to 99 addon soo yeah

misty knot
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gotta catch it on sale. ;p

sweet mason
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I know

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Forgot to buy it when my pc was broke

minor wren
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Gesture overrides for fingers will be good once we have left and right hand seperation

sweet mason
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Its separete for the fingers at least.

amber hemlock
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@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

shut sequoia
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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.

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Instead of just hitting bounding box

amber hemlock
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Getting medium for dynamic bones and most people have them blocked anyway

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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

heady smelt
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well

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with the default dynamic bone settings you're fine through medium

surreal topaz
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@amber hemlock I agree

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The performance system could benefit from adjusting its calculations anyway

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Because right now, the main reason why disabled objects count is to prevent people from enabling stuff later on

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But if it occasionally re-ran every minute or so that wouldn't be possible

amber hemlock
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Yup that’s how another game did it. Client just profiled everything every 3 minutes or so

minor wren
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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

surreal topaz
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Or just re-running it a minute later

heady smelt
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No

peak coral
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so why is it greyed out

heady smelt
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It’s just telling you what can be optimized

peak coral
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the Build & Publish button

heady smelt
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Does your console have any red errors

peak coral
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oh, one

heady smelt
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Remove the component is my guess

peak coral
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oh yeah that was just for um

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visual

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i dont think uploading it worked

heady smelt
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uh

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you set the avatar descriptor to the main camera....?

peak coral
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no i clicked on the uh

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avatar to do that so no

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i cant edit the screen that shows where you name your avatar

heady smelt
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unpause it at the top

peak coral
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ohh

misty knot
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@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

Medium

Check out the changes we’ve got coming for the Avatar Performance Stats and Ranks in 2019.2.4, including the VRChat for Oculus Quest…

thick thorn
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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?

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Yeah, my model ingame is completely pink, did I do something wrong?

heady smelt
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Use a different shader for your materials

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Why my shaders pink Haven't heard that one in a while lmao

thick thorn
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I'll see what I can do

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Any recommendations on shaders, @heady smelt ?

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Because I do have the Cubed Shaders

heady smelt
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Poiyomi

thick thorn
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Got it to work 😄

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All I had to do was add the shader pack

rapid wagon
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optimization theey said

heady smelt
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Too many polys

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You need only one poly

marsh trail
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Thou be crazy, one poly is too many, zero pollies is the bare minimum, and that's already pushing it

heady smelt
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lookin good

sweet mason
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Extra thiccc

fading terrace
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So I have hair on an avatar, what's the ideal update rate?

still perch
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test it out, the lower the better calculation wise, most stuff looks just as fine at 30, sometimes even at 15

fading terrace
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Alright, I'll try 15 - 30

heady smelt
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it gets capped at 60 even though you can run at 90

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which is why dynamic bones always look jumpy if you move fast, it's really ugly

pine flame
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I think 30 or 45 would be better than 60

dense crow
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and how do I ifx?

heady smelt
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disable "Error Pause" down in the bottom in unity

dense crow
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Where is that? not sure where

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@heady smelt

heady smelt
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next to "Clear" "Collapse" "Clear on Play" etc

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i get that error on every upload so the only solution was to not pause the upload on errors

dense crow
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ok ok thank you

mild osprey
heady smelt
mild osprey
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is there a new limit on material slots or is it still counted as the same for avatar world uploads

fathom mason
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everytime you think they cant fuck it up even more... well surprise

mild osprey
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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

pallid abyss
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@mild osprey There are no more hard and fast rules other than the 70k poly limiy

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There are only ranks

mild osprey
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thats much better to know

fathom mason
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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

pallid abyss
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Thats why they are letting the user block the poor models

mild osprey
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a huge relief i guess. least i aint going to get infractions on my account for unoptimised avatars

pallid abyss
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instead of forcing you to make it not poor.

mild osprey
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its a shame though that this one update has turned 90% of avatars into very poor perfornance rank though

pallid abyss
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This isn't anything new

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The optimization was out a long time ago

fathom mason
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my way less optimized avaratars are now rated better than my optimized ones because they can do less huehue

pallid abyss
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Also on PC no1 is auto blocking poor avatars. that is quest only.

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So theres litterally no issue

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I mean though you want to optimize best you can tho. its a good thing.

mild osprey
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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.

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becomes a bit of a witch hunt sometimes

pallid abyss
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At any rate this isn't new information

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and if players choose to block, they are allowed to do so.

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I don't understand why it;'s hard o.o

mild osprey
#

technically its not performance related though because they are unique materials lol but i guess we will go with it

pallid abyss
#

It's litterally automatically done for you

#

unless you mean dynamic bones. which idk at this point you may not even wanna use.

mild osprey
#

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

pallid abyss
#

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.

mild osprey
#

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

pallid abyss
#

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

mild osprey
#

yeah thats never worked properly for me then lol

pallid abyss
#

Manually do it?

#

I do it manually.

#

5 shirt mats. tab, select x5. click mat 1, to apply it to it.

mild osprey
#

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

surreal topaz
#

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

mild osprey
#

maybe my version is out of date. but i have never seen it merge duplicated material slots properly

pallid abyss
#

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

mild osprey
#

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

strong vigil
#

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

sudden jewel
#

@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.

heady smelt
#

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"

sudden jewel
#

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

heady smelt
#

may want to clarify that there's no override for quest users to see very poor avatars

sudden jewel
#

it is clarified as its own bullet point

surreal topaz
#

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

sudden jewel
#

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

heady smelt
#

was there any significant but not yet used functionality in this unity upgrade

surreal topaz
#

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)

heady smelt
#

oh hey there's a RANDOM world selection thing now

#

should go in the notes

sudden jewel
#

This is the wrong channel, nab

surreal topaz
#

The root bone particle is actually skipped in calculations too if I'm reading this code right

heady smelt
#

you're right i'll post it in a ded channel without anyone important to see it my dude

sudden jewel
#

that is not how channels work

#

please keep discussion to where it is relevant

mild osprey
#

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

minor wren
#

(that's not how conversations work btw)

surreal topaz
#

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

sudden jewel
#

Its in the heirarchy search bar documentation for Unity

#

we don't document Unity's basic functionality (thank god)

mild osprey
#

yeah lucky you dont have to

surreal topaz
#

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.

sudden jewel
#

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

fathom mason
#

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

graceful vine
#

Potential performance ranking system* ?

sudden jewel
#

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.

mild osprey
#

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

surreal topaz
#

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)

fathom mason
#

that doesnt stop them from abusing

fathom mason
#

people who are doing this stuff to annoy others, will do it anyways

heady smelt
#

how do my 2 components on my 2 breasticles end up in 6 transforms

surreal topaz
#

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

sudden jewel
#

2 components with 3 transforms within them as total

fathom mason
#

its only punishing for people who just want to be creative and work hard on still having it optimized

heady smelt
#

but each has 2 transforms

sudden jewel
#

@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

heady smelt
#

meanwhile it's skipping my colliders, maybe a mis-assignment

#

because i do have 2 colliders

mild osprey
#

on mine its telling me i have 4 colliders when i have 2 lol

graceful vine
#

Its not like people cant just keep uploading the same avatar, and ignore the ranking system.

surreal topaz
#

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

graceful vine
#

The update doesnt change anything except a little icon above the name (that people already ignore)

sudden jewel
#

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

heady smelt
#

i never had the sdk showing any stats besides poylgon, materials, bones anyway, so at least i can see something now

sudden jewel
#

What's your avatar ID? I can check it by hand and ensure the count is correct. @mild osprey

mild osprey
#

ill grab it when i get chance just popping out for lunch

fathom mason
#

you can even report people for bad avatar performance. that is really calming when i know that the counting system is absolute bonkers

mild osprey
#

would proabably be worth removing that option now that this ranking system is in

sudden jewel
#

Nah, we still want people to report stuff that's obnoxiously bad

heady smelt
#

it's the only relevant option to use when someone's using a modified sdk

fathom mason
#

how would you know? its not accurate

heady smelt
#

actually yeah it's possible to have avatars over 70k now that got grandfathered in with legit SDKs

sudden jewel
#

If someone has 15,000 dynamic bone transforms, I want someone to report them

heady smelt
#

what about 2000

graceful vine
#

It clearly is accurate if its now counting everything

sudden jewel
#

2000 is pretty obnoxious and would likely be set to private (if public)

fathom mason
#

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

heady smelt
#

i saw someone with more dynamic bone transforms than they had bones earlier

toxic olive
#

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:

heady smelt
#

additional objects like props hobb?

sudden jewel
#

Material slots are the sum total number of slots available on all meshes on your avatar

#

you must reduce material slots, not unique materials

toxic olive
#

the only mesh in the project is the body for the avatar

surreal topaz
#

So far the ingame report system still seems as useless as ever, both for avatars and worlds though.

#

Moderation emails are far more effective

toxic olive
#

are these the material slots? O:

sudden jewel
#

yes

graceful vine
#

I assume both are useful, the thing with in game report is the lack of feedback

sudden jewel
#

speaking as someone who digs through avatar/world reports fairly often, they are not useless-- they just have no feedback

graceful vine
#

So youll never know if your report got followed up

sudden jewel
#

exactly

toxic olive
#

and i just realized that nekkid body might look bad, it's an animal so it's okay xD

heady smelt
#

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 😦

graceful vine
#

Twitter has a system to let you know when your reports are acted upon, could be nice to implement a system similar to that

sudden jewel
#

we've discussed it, would be nice

#

its Yet Another Thing To Get Around To™

graceful vine
#

Oh ya oh ya

heady smelt
#

i just hope that this system doesn't slow down the moderation efforts with the excuse that it can be hidden automatically

graceful vine
#

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 😉

sudden jewel
#

several people go through them, i'm just one of them

#

i kinda do it as a space-filler

graceful vine
#

I figured yeah

#

well shout out to whoever slugs through them because i send alot

sudden jewel
#

thank you for sending them 😄

graceful vine
#

i just want the bad guys to leave, like everyone else

minor wren
#

how should we report worlds for non vr friendly shaders
performance?

graceful vine
#

like every other video game - shoot the baddies except with reports

heady smelt
#

there will be some collateral damage but i hope this encourages them to go

surreal topaz
#

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.

heady smelt
#

is it the one rokk

surreal topaz
#

I'm in it right now lol

sudden jewel
#

@minor wren Probably environment-performance

surreal topaz
minor wren
#

kk

heady smelt
#

why havent you friended me rokk

surreal topaz
#

I didn't?

heady smelt
#

i'm gonna go say hello to you

surreal topaz
#

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

mild osprey
#

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

surreal topaz
#

There's a portal to another world in here, let's take a look

minor wren
#

10 colliders per dynamic bone is also going overboard

mild osprey
surreal topaz
#

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.

mild osprey
minor wren
#

maybe body switching/mmd dances?

surreal topaz
#

So is this misinformation or just poor moderation?

#

The stats were just as bad before

mild osprey
#

looks like its counting each collider twice to me

heady smelt
#

my collider count doubled too

minor wren
#

idk, just guessing
the tri count is too much, probably multiple copies

surreal topaz
#

It definitely doesn't seem like world reports are taken seriously if this shit can remain up

mild osprey
#

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

surreal topaz
#

Well material slots surely still count

#

And if polys still count then this one is way over, at 500k

rotund totem
#

i doubt anyone even looks at reports just wait till the next update

surreal topaz
#

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.

mild osprey
#

time to load up canny

minor wren
#

remember that each trail renderer counts as a material slot too

mild osprey
#

lol

surreal topaz
#

Yeah these have 10 trail renderers

heady smelt
#

if an avatar has 10 trail renderers...

surreal topaz
#

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.

heady smelt
#

@sudden jewel quest users saying they can still see very poor avatars

surreal topaz
#

Well yeah the rank never mattered lol

radiant shadow
#

Oh i see those all the time, there's one near me with 9.3m poly

surreal topaz
#

I'm very poor because of a mesh particle that's 5001 polys

sudden jewel
#

@surreal topaz That is not really what I said, so that isn't really "my word"

heady smelt
#

both their own and others'

sudden jewel
#

we go through reports, but there are a lot

#

so some slip through

mild osprey
#

i opened a canny article. seeing as it does seem like the check for colliders is doubling the figure

minor wren
sudden jewel
#

Can you link it, please? Did you include an avatar ID?

sudden jewel
#

Please attach an example avatar ID there, would be very helpful

minor wren
#

(not complaining, but still don't get the train renderer thing)

surreal topaz
#

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.

mild osprey
#

ill include the avatar id shortly.

heady smelt
#

alert alert there's quest avatars that are visible but outside the poor range for quest

#

aka all quest avatars

surreal topaz
#

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

sudden jewel
#

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

surreal topaz
#

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

proper blaze
#

Is that What they Want From Us ?

#

<@&378256373701410817>

surreal topaz
#

Is that one of your own avatars?

mint kernel
#

more like this

proper blaze
#

@surreal topaz just a Cube with some Hiddn Objects

surreal topaz
#

That doesn't surprise me. This is one instance where I would say that they got something right for once.

proper blaze
#

99:99999% will never be visible ingame

heady smelt
#

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

mint kernel
#

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

heady smelt
#

and being angry that it's gonna be hidden

surreal topaz
#

Unfortunately they can do lasting damage to you since IP's are expected to be public info and trust ranks can also be dropped

heady smelt
#

3 2 b i t m a x i n t p a r t i c l e s

glacial notch
#

how bad are cloth vertices?

heady smelt
#

realtime shadowcasting lights

#

is absolutely awful

glacial notch
#

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

storm basin
#

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?

heady smelt
#

F

solid smelt
#

Cant really use the performance system to judge avatars since you don't know what's actual there or what's hidden

storm basin
#

now that counts all the polygons even those that are disabled is an instant block if you have activated the option.

solid smelt
#

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

vestal steeple
#

Can anyone explain material slots?

fathom mason
#

@storm basin not only polys.... everything now gets counted from the clone.... bones, material slots, meshes, etc.

pallid abyss
#

@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.

rugged peak
#

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

heady smelt
#

Did they Optimize the removal of Non-Skinned Meshes where they dissappear or something?

lethal surge
#

fuck the new update

solid bobcat
#

it even mess my perfectly self optimized avatar up -.-" im with you Lib, screw the update.... that is aweful as hell

heady smelt
#

fuck the new update.

lethal surge
#

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

solid bobcat
#

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

lethal surge
#

now they're all blocked by default

#

vrchat has just lost something of what made it so great

heady smelt
#

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

solid bobcat
#

Im much more active again in Second Live than in VR Chat >.<"

lethal surge
#

they should have let it as it was

solid bobcat
#

yeah definitly, or better first fix all the things slowly part for part

lethal surge
#

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

still perch
#

If users wouldn't exploit everything there would not have been a need

solid bobcat
#

before adding new stupid game breaking features

still perch
#

And if users cared about optimization without any limitations

lethal surge
#

gonna give you an example

still perch
#

Also, isn't it only default enabled on quest cirThink

solid bobcat
#

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

lethal surge
#

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

solid bobcat
#

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

lethal surge
#

it was possible by toggling your stuff with hand gestures up to a certain point before this patch

#

but right now

#

creativity is dead

heady smelt
#

this

#

creativity is dead

lethal surge
#

vrchat has just lost one of the things it made it so great

still perch
#

Except that it isn't.

solid bobcat
#

well your wrojng Paul

heady smelt
#

clearly

solid bobcat
#

if we dont follow there are many people who report the user with those model

lethal surge
#

t. tda sameface with no props that does nothing but stare at a mirror

solid bobcat
#

and what we get? a timed bann

lethal surge
#

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

solid bobcat
#

happened to my friends alot what makes public rooms not enjoyable anymore

lethal surge
#

now it's very poor

heady smelt
#

What about props? Guns? Anything?

still perch
#

70k is more than Enogh for 3 whole avatars. So one with a lot of props is no issue

solid bobcat
#

with heavy decimating on the quality

lethal surge
#

it's not just props

#

you clearly haven't made any shit with your avatars so you don't understand

heady smelt
#

word

still perch
#

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

solid bobcat
#

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

heady smelt
#

If you think polys are the only thing that make up vrchat than you clearly spend all day long in front of a mirror

solid bobcat
#

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

lethal surge
#

no point in discussing with this guy lol

still perch
#

One does. Yes... But that isn't the point cirHuh

lethal surge
#

I'm making a canny

solid bobcat
#

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

heady smelt
#

Just another yes man that sucked up his way all the way to mod

still perch
#

The reason disabled stuff counts now is because it got heavily exploited to circumvent limits.
And that's in the players

heady smelt
#

with no clear understanding of avatar optimisation

solid bobcat
#

so cause of that u go ahead and fucking anyone´s creations?

#

wow just wow...

still perch
#

Oh ofc. That's why I'm not complaining and have no issue to stick within limits? cirHuh

#

Just think about your sentence. @heady smelt

#

Doesn't make sense.

hasty jewel
#

So we get the shaft because of malicious creators.

solid bobcat
#

yep chief

still perch
#

That's unfortunately common in game development

solid bobcat
#

others do shit and we game

still perch
#

It just strikes way harder here

solid bobcat
#

thats ridicolous paul

#

and i work with devs

#

that was a not nessesarry action u guys did

hasty jewel
#

80 plus avatars in my world and now they're gonna be labeled as crap. hardly seems fair

heady smelt
#

just vote on the canny, ignore the discord gimps

#

they dont know better

solid bobcat
#

well i will stop trying to negociate too
i wonder how long vr chat can survive...

heady smelt
#

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

solid bobcat
#

2017 best ever...

heady smelt
#

sure it was laggier but the creativity was just bursting

#

now we got sleep worlds all over the place

solid bobcat
#

well im out for now, have some stuff todo

heady smelt
#

It was an honour creating with you, gentlemen

hasty jewel
#

goodbye alot of public avatar worlds

solid bobcat
#

same i go back creating stuff in Second Live

heady smelt
#

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

woeful ember
#

not the place for feature requests
it also isn't the end of the world incase anyone is wondering

fathom mason
#

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

woeful ember
#

"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"

hasty jewel
#

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.

woeful ember
#

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

heady smelt
#

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.

woeful ember
#

rofl

#

the discrimination is harsh my former* bruddah

fathom mason
#

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

#

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

woeful ember
#

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

fathom mason
#

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

woeful ember
#

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

fathom mason
#

scroll down, i was one of the first that commented

#

well there we have different opinions^^

woeful ember
#

well yeah the poly shit for non modified sdk is pretty bullshit

stuck moat
#

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?

woeful ember
#

hence why i did comment earlier that they need to differentiate skinned polys from props

fathom mason
#

@stuck moat do you have offsets in your dynamic bone settings? it counts that too now

stuck moat
#

@fathom mason That could be. Must have overlooked that in the patchnotes. Thank you very much 🐣

fathom mason
#

good luck, i hope its only that^^

stuck moat
#

Will try as soon as the new unity version finishes installing.

rigid ridge
#

Great update just keep up the good work👌 👌 👌

still perch
#

85 meshes? the fuck cirSlain

#

26 Skinned meshes cirSlain

#

what is that

marsh trail
#

Has the system been incorrectly counting things?
I've seen quite a few ridiculous values going along

still perch
#

50 avatars in one? cirSlain

woeful ember
#

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

still perch
#

i'd also want to see the unity file and anythign that can explain these madness of numbers cirHuh

#

like, i get that you'd hide one or two things like a weapon or something

#

but... like... THAT is a whole different level.

marsh trail
#

417 material slots though... what in the blazes is using that much?

woeful ember
#

maybe they swap between 416 outfits

still perch
#

more like a ton of outfits and avatars in one

#

cus 26 skinned meshes doesnt come from nowhere cirSlain

rigid ridge
#

Its a 3 min long animation on myavatar..

marsh trail
#

Do the objects that are unused get disabled mid-animation atleast?

#

I can see that as being a major lag hoarder otherwise

still perch
#

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. cirLaugh

rigid ridge
#

Still the avatar itself good its all the hidden object and people scared of it..

woeful ember
#

most game animations are designed to be optimized and short for obvious reasons

patent leaf
#

Only use the avatar when you need it then

woeful ember
#

perhaps you should consider using a separate avatar without the animation** that would definitely be better for bandwidth and memory

marsh trail
#

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

woeful ember
#

yeah it sucks but alot people think it's okay to make animations and throw everything in the kitchen into a bowl of cereal

marsh trail
#

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

woeful ember
#

yeah

rigid ridge
#

Like for real now if you want to keep your avatar stats atleast medium you literally cant add anything

patent leaf
#

Make a sperate avatar that doesn't have everything

rigid ridge
#

1 particle system with trail insta medium btw

marsh trail
#

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

hasty jewel
#

I wouldnt know how to get some of my avatars back to at least medium without starting them from scratch.

solid bronze
#

Even by mistake, how do you even manage to fill a single avatar with 400 materials?

rigid ridge
#

Particle systems

#

Meshes like sword etc

still perch
#

holy shit cirSlain

#

what the hell are you all doing cirSlain

woeful ember
#

108 skinned meshes yum

solid bronze
#

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.

rigid ridge
#

Wenow just racing with other animators who have higher xd

solid bronze
#

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.

marsh trail
#

Material swaps too i assume?

woeful ember
#

really the ratio should be atleast roughly 1:1* mesh to material

#

but that's 8:1

rigid ridge
#

But prepare for my friend avatar

solid bronze
#

what the h- ... boi learn optimization

#

Or is that just a crasher avatar?

rigid ridge
#

Its called animation

#

People can crash you with 1 material..

solid bronze
#

in what situations would you require 3 THousand materials for animations?

marsh trail
#

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

solid bronze
#

"why is everyone blocking my avatar" - in the next episode of dragon balls.... stay tuned

marsh trail
#

Sounds about right

rigid ridge
#

Imagine blocking every very poor avatar

marsh trail
#

Don't imagine it, just flip the autohide switch

solid bronze
#

yeah well.. if i see those stats, that's an insta avatar block.

rigid ridge
#

Lobbies like for some people just floating blocked avatars

marsh trail
#

And then there's people that do outfit swaps, even being optimized, das very poor

solid bronze
#

Or just upload multiple avatars, different outfits.

marsh trail
#

Dynamic bone colliders that are only enabled on gesture? Very poor

#

Different light sources (1 per gesture, no shadowcasting) Very poor

solid bronze
#

I'm still manually blocking some ridiculous avatars, since dynamic bones usually just sends any avatar into very poor

marsh trail
#

Animations that spawn something very far away? Look at dem very poor bounds

solid bronze
#

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.

marsh trail
#

Honestly they really don't

#

Unless you're going mental it should never get that bad

solid bronze
#

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.

marsh trail
#

Most people did

woeful ember
#

why

#

how many dynamic bones are on a nanachi avatar?

marsh trail
#

Usually quite a few rows for the back, one row for the tail, 2 for the ears

#

3-5 rows for the back iirc

solid bronze
woeful ember
#

well you got 10 colliders there you go

marsh trail
#

Eyup

solid bronze
#

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.

marsh trail
#

Oh yeah, single root dynamic bone setups are horrid imo

gleaming sand
#

@rigid ridge u nub

solid bronze
#

That is why I had a bunch of components. so it wouldn't clip around either.
But now... sigh... it's boring and ugly.

marsh trail
#

Gotta make those quest-worthy avatars on pc amirite?

limber vale
#

nah

solid bronze
#

quest was a nice idea. Until they removed that 30k limit down to... what is it now, 7.5k?

limber vale
#

what r u on about?

#

the limit is 10k for quest

woeful ember
#

poly limits are necessary for a platform like quest

marsh trail
#

It's a glorified android as a headset

solid bronze
#

oh ok, 10k now then

limber vale
#

but it never had a 30k limit

solid bronze
#

It did, though.

limber vale
#

it never had a limit until they finally did it

solid bronze
#

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

limber vale
#

the limit was undecided (if thats what ur talking about)

solid bronze
#

Well I heard from Rantis that it was like 30-35k some weeks ago

limber vale
#

nah

solid bronze
#

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

limber vale
#

do u know why its 10k?

solid bronze
#

imagine playing on quest and just seeing blocked avatars. what a nice rec room experience

#

Yes, it's because quest uses potato components.

marsh trail
#

So they can stuff more users into a room without their headsets frying i suppose?

limber vale
#

the quest should only have around 100k tris on a screen at once

#

100k sorry

solid bronze
#

Hopefully the next quest uses component from this millenia though. sigh.

#

complainssss...

marsh trail
#

What's the max player slots in a world for quest?

limber vale
#

i think they recommend 10

marsh trail
#

Any upperlimit?

solid bronze
#

I've seen 16

marsh trail
#

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

woeful ember
#

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

marsh trail
#

That sucks... i heard that the rift S is a downgrade

still perch
#

actually it isnt too bad

#

many people just think it sucks due to going inside out but oculus does it way better then WMR

lean lance
#

thats.. probably one of the only real good things, besides it being more portable and what not

surreal topaz
#

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.

solid bronze
#

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...

lean lance
#

TBH the problem with the index is from what i've herd.. atleast... 6 month backlog, but atleast the basic vives pretty good.. yea?

surreal topaz
#

The vive controllers are legitimately the worst you could have

#

And the vive in general is super overpriced

vestal steeple
#

So who knows how to remove the additional material slots? I have four materials I atlas but have 10 material nslots in vrchat.

marsh trail
#

Material slots are accounting for everything, including disabled objects, do you have additional objects on your avatar?

surreal topaz
#

Also, I believe particle systems count for two slots even without a renderer

vestal steeple
#

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...

marsh trail
#

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

vestal steeple
#

That what I am asking how do I remove them in blender.

marsh trail
#

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

vestal steeple
#

Yeah pretty sure there is only four. Will have to check later thanks Exsgt.

marsh trail
#

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

vestal steeple
#

What about rolleyesfromannoyance.mat? Lol this thing giving me a headache after I finally got my avatars to most good lol

amber hemlock
#

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?

limber vale
#

same, none of my models have changed

#

except for a few... but i know why that is

mossy solar
#

much rather have a stat for what's showing all the time on avatars and another for what is hidden

heady smelt
#

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

vestal steeple
#

@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.

amber hemlock
#

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

mint kernel
#

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 ... 😉

heady smelt
#

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

minor wren
#

store where

mint kernel
#

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

minor wren
#

server or local

mint kernel
#

server

minor wren
#

so they would load up the avatar server side and grade it?

amber hemlock
#

Cashing would require a server that otherwise has no need

amber ridge
#

That would make sense

mint kernel
#

you can set a flag (never loadet) or something you want, and the first guy who rated an avatar saved it automaticly

amber hemlock
#

Why involve a server where one is not necessary

heady smelt
#

they dont even need to -load- the avatar server side

amber hemlock
#

You are just making a point of failure where one does not need to exist

amber ridge
#

Because bandwidth from Amazon is expensive

minor wren
#

uhum. and what if you send in false info about that avatar?

amber ridge
#

That's why it's run on-server

heady smelt
#

the whole point of the sdk now is that you send everything

#

on upload

minor wren
#

that requires lots of resources

mint kernel
#

it requires very more resources to check an avatar everytime it loads

vestal steeple
#

@amber hemlock how is that fixed then?

amber hemlock
#

The whole point of Crowd sourced performance means no one can trick it

amber ridge
#

All it requires is a single server instance to run a performance check

minor wren
#

however, making a local cache sounds better

heady smelt
#

there is a local cache and they did it all wrong

#

it stores shit sequentially and when large enough no longer functions

minor wren
#

but that checking every time is done by the client

heady smelt
#

which kinda.... ruins the point of a cache

minor wren
#

and they don't need to pay for that

amber ridge
#

Isn't that a problem within Unity?

heady smelt
#

no the vrchat cache itself

amber ridge
#

They pay for the bandwidth to download the Avatar

#

Which is essentially immediately not used

amber hemlock
#

I need to be real here I think this is a record so far for obscure things to complain about

#

Make a canny...

minor wren
#

we do have more pressing issues

amber ridge
#

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

heady smelt
#

uh

#

we do but it doesn't work properly

amber ridge
#

Oh did they break it?

heady smelt
#

so i appreciate being able to block this

amber ridge
#

Lol that's insane

minor wren
#

i doubt that's ever enabled by any means

heady smelt
#

thats 2^31 -1

#

it looks like an oldschool particle crasher

amber ridge
#

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

heady smelt
#

especially since the real number of particles is higher, that's just the cap that vrchat displays in the menu

mint kernel
#

this is not a crasher, this is an inactive object not bindet to an animation .. only to show how stupid this system is

heady smelt
#

why is an inactive object that isn't used at all even being uploaded?

#

just remove it

mint kernel
#

to show that you cannot trust a statistik anymore

heady smelt
#

i can always unhide people who are cool

amber ridge
#

I mean if you have literally unused shit all over your Avatar I don't want to load it 🤔

mint kernel
#

that element dosent do anything with perfomance, it is nice, it sits on a "good" avatar

heady smelt
#

now i understand why random avatars take forever to load, even without music

amber ridge
#

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

amber hemlock
#

If you have unused stuff on your avatar it is poorly optimized so the negative rating is accurate

still perch
#

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

mint kernel
#

you dont understand it

#

the statistic now is worthless

heady smelt
#

imagine needing 3700 different shaders

patent leaf
#

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

heady smelt
#

reminder: you only need a unique material per shader

amber hemlock
#

It’s entirely accurate. You are using it if you are displaying it or not

heady smelt
#

mesh read/write is also entirely used for hiding poly count

#

imagine being so embarassed about it that you hide it

patent leaf
#

They know what they're doing

mint kernel
heady smelt
#

yes that oens fantastic

#

imagine having 30 zeroes

mint kernel
#

and you know what, this avatar have 8000 Polygones 4 Materials .. the rest of the information is garbage

heady smelt
#

thats literally "i will always be rendered: the avatar"

amber ridge
#

Wtf that bounds size

heady smelt
#

then remove the shit that's making it garbage

mint kernel
#

it dosent count, the avatar dont load longer or thigs like that

minor wren
#

the problem with these statistics is that most people don't understand them, they just see large numbers and freak out.

mint kernel
#

it is "one" plane at 1+e30

heady smelt
#

why did you make that?

mint kernel
#

2 polys

amber ridge
#

2 polys and 1355 material slots?

mint kernel
#

1 mesh particle system (inactive) multiplicates all materials more and more

heady smelt
#

its almost like he thinks we don't know but he's actually the one that doesn't know

amber ridge
#

I want to see this avatar

#

Please export it and throw it on Google Drive

mint kernel
#

without that "one" inaktiv plane and particle system the avatar is rated "good" 😉

amber ridge
#

@ me when it's uploaded please

heady smelt
#

then remove your one inactive plane.

still perch
#

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 cirThink

heady smelt
#

bounding box changes actively ingame

mint kernel
#

you can also put every particle system to a max of 0 and animate it to 10.000.000

heady smelt
#

the screenshot shows that the plane was that far away when checked

mint kernel
#

but that showes more that the statistic is stupid

still perch
#

it shows that its still exploitable, not nesseseirly stupid

amber hemlock
#

Ok but why

#

I’m asking for the practical reason you are doing this

#

What function are you accomplishing

mint kernel
#

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

amber hemlock
#

Thought so

amber ridge
#

Saying that avatars appear to load much faster now

mint kernel
#

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#

still perch
#

store it how, and where.

amber ridge
#

And yes I agree there should be a system that doesn't just assess on load

still perch
#

it would have to be calucalte on the server and submited bya trusted client

amber ridge
#

Maybe the master can assess and push it to everyone else

still perch
#

else people will once again just mod the fuck out of it

heady smelt
#

i already submitted a canny post to that effect