#avatar-optimization

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minor wren
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store it locally in a sqlite db?

still perch
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on avatar upload is always gonna mean modification

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it needs to be caluclated by a trusted second party

minor wren
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for the client

still perch
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it can change anytime. avatars get updated regularely

heady smelt
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you arent relying on the sdk readout, but the server once it's done uploading

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ideally of course

still perch
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the server would need to load the package and analyze it tho

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requiring extra infrastructure

minor wren
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uhm no? avatars are versioned. when you upload an update it gets a new version number, not overwrites the old one

mint kernel
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that cannot be that much, that script is also in the sdk,

minor wren
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that's why we have bugs when you get back the old version when you change worlds

mint kernel
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mini scripting that runs over an avatar after uploading

heady smelt
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extra short term work for more long-term benefit of not having to serve as many avatar downloads

still perch
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its in the SDK but you need to host a automated host that is fast enogh to keep up and reliable

amber ridge
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They already strip bad components from avatars on upload

still perch
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and on runtime

amber ridge
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Right, it's two fold

amber hemlock
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I would prefer my own client verify your avatars stats. I donโ€™t trust other peopleโ€™s clients

still perch
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if it would onyl be on upload people would exploit the shit out of it @amber ridge

minor wren
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"They already strip bad components from avatars on upload" and on avatar load too

amber ridge
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That's why the signing server does it Adeon

amber hemlock
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Iโ€™d prefer my client do it over the server as well

amber ridge
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The SDK inherently shouldn't do much. It's non-verifiable code

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The Server should and does do a lot of the stripping and checking

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And then the client does more

amber hemlock
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In terms of my performance I want my own personal take on the avatar. Including ignoring dynamic bones if I have them blocked already

minor wren
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the server does? are you sure? isn't that just aws storage basically?

amber ridge
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This may be old data but the server was the one that made sure your audio didn't go worldwide and made changes through that, not the SDK

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But people got around that I guess

minor wren
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the client

amber ridge
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The client can and should but I don't think it's the client that made this specific change

minor wren
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i really don't think anything looks into the uploaded files at all

amber ridge
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I mean if they were using that system to its fullest avatars over 70k wouldn't even process

minor wren
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it's just too much work to do

amber ridge
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Kind of sad, it would fix the "crash particle" systems overnight

minor wren
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i doubt it :/

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too many variables

amber ridge
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Yeah the crash shaders are the way around it

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Particles are just the easier route

minor wren
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you could catch badly executed ones tho

amber hemlock
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Just set to block very poor no more crash avatars. You can even turn the trust system off entirely

minor wren
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no

amber ridge
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That's true in all the technical ways

minor wren
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if the shader crashes you then it won't show up in stats

amber ridge
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I think if you just turn the particle restrictor on to 400,000 particles that will fix that without having to click on very poor

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That being particle Crashers

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Someone who crashes via shader like that would get banned pretty quick

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Open log, everyone's log ends with the same persons Avatar opening

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Saying that I don't have users up to "User" load shaders

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Known and trusted typically don't want to get banned as much

minor wren
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i don't want to give ideas to people, but crashing shaders can be used in more subtle ways than just crashing whole lobbies

vestal steeple
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Do normals and spec maps count towards the material count?

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4 four body, 1 for anchor, 1 normal and spec for body, and for anchor curd.. I think they might.

safe swift
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no, because it's the same material just extra texture slots

vestal steeple
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Hmm k then I have no clue were the extra 5 slots are coming from.

minor wren
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snail trail? particle system? anything else?

vestal steeple
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Nope just two animators and sound effects

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4 totally mats for the body and 1 for the anchor

empty pier
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@vestal steeple It counts all material slots on all Mesh Renderers and Skinned Mesh Renderers, plus one for Particle Systems (two if it has particle trails enabled), and one each for Line Renderers and Trail Renderers. Disabled components are included in the count now.

vestal steeple
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@empty pier yeah I know but the avatar has one mesh, and k e separate mesh 5 total material s, no particle systems etc and yet still stating 10 total slots.

empty pier
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Can you DM me the avatar ID?

vestal steeple
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I can when I get off.

surreal topaz
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They don't strip components on upload @amber ridge

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Nothing is "stripped", they just block you from uploading disallowed components. If you somehow still upload this component, the server happily accepts it.

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But the client simply removes the component

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As soon as the client stops stripping it off (like what happened with chairs), the component will suddenly start working retroactively with no reupload

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@empty pier do you happen to know if it also counts particle systems with no Renderer module enabled?

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I have a particle system without a renderer solely used for subemitter purposes, was wondering if it counts

empty pier
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@surreal topaz It iterates over ParticleSystemRenderer components for counting materials

surreal topaz
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Isn't that a separate legacy particles component?

empty pier
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It's the renderer used by the ParticleSystem component.

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It doesn't appear as a separate component in the inspector because particle systems use a special UI

surreal topaz
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Ohhh

surreal topaz
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Ah yeah I see, it's implemented in that

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Cool, thanks

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That means renderer-less particles are not counted for materials

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๐Ÿ‘

empty pier
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The old legacy component is ParticleRenderer.

surreal topaz
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My bad

empty pier
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No problem, the names are similar

heady smelt
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dang saw a guy with 900 bones but didn't manage to screenshot it before i crashed

celest forge
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optimized avatar they say
this is why i hate trusted users...this is 1 of the reasons

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is that 128 mil polys? (also really really really hard to load that avatar )

still perch
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uhm...

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yes that reads ~129 million cirSlain

celest forge
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the game actualy freezes several seconds for that avatar to load ๐Ÿ˜„

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that color should be black and not red ๐Ÿ˜„

heady smelt
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very optimized 129 million polys i'm sure

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according to the naysayers

calm spade
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@celest forge You should report that to the moderation email, that's malicious if it affects your framerate that way

heady smelt
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i thought we could just report ingame using the ingame system

calm spade
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you also can do that, but i'm guessing he can't do that anymore

celest forge
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ive seen a lot of avatars used by trusted users.

heady smelt
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they don't care anymore since they're the max rank, but they should

celest forge
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there should be a system in vrchat that reports to the devs the poly number that goes over the limit without the user to know

shut sequoia
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Why?

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In private these things are ok.

celest forge
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a little limiter that let devs know about these kind of avatars.

heady smelt
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if it requires modifying the SDK then no, it's never ok

celest forge
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oh.

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if its alowed..then im not complaining anymore.

shut sequoia
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Weren't you able to upload if it was "hidden" behind an animation prior to this patch

heady smelt
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before this patch, if you saw an avatar with over 70k polys, they're "cheating" the system basically, but now it's hard to tell

shut sequoia
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Rather the scan didn't detect it

heady smelt
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yeah so it's not really clear cut anymore

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since now it reports the total

shut sequoia
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Yeah so odds are this was before that, or they're on an old sdk

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Or both

heady smelt
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you can't just go around reporting people with over 70k polys anymore unfortunately

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but at 126 million polys...

peak minnow
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I was upset at first that it was showing my animation gated particles and poly but I really do understand that's a good thing to know. But like someone said, it's hard to know who modifies the client now.

woeful ember
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sounds like we need hard limits on ridiculous values :^)

shut sequoia
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Nope, no hard limits.

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No reason to limit creativity regardless if the (non tos breaking) form it takes.

heady smelt
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you can autohide stuff that's above the 'very poor' range so it's fine having 'soft' limits now

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but 126 million polys is so extreme it shouldn't be around

shut sequoia
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Limiting what's allowed in public instances sure

heady smelt
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or 2.4 billion particles

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etc

amber ridge
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We have plenty of ways to limit people now including just hiding their avatar

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I wish the IK worked on the performance block Avatar though

shut sequoia
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Blocking someone's ik?

heady smelt
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the perf blocked robot doesn't move it's arms

amber ridge
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Right, it's not humanoid I suppose

celest forge
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128 mil poly doesnt seem to affect my fps at all...

amber ridge
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๐Ÿค”

heady smelt
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he doesn't have them active in idle probably

amber ridge
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It's all about the draw calls baby

heady smelt
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but the fact that he can whip out something and bring it up that high

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is the point of the system

celest forge
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probably.

peak minnow
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But what if them polys are gated behind several smaller animations?

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I wouldn't hate the guy if that were the case. lol

still perch
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@amber ridge its not all saying polygons dont matter at all is wrong

amber ridge
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Uh, rephrase?

heady smelt
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then he should redesign his avatar so that it doesn't look so egregious from the get-go

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no one needs 128 million polys

shut sequoia
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No one needs anything lol

celest forge
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ive just discovered that is a crashing avatar

heady smelt
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there you go

celest forge
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127 mil poly...instant crash

heady smelt
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that's not ok

peak minnow
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Yeah, I can't even imagine what I would do with 100k poly, and that dude rocking 128 million. lol

celest forge
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no animation needed ๐Ÿ˜„

amber ridge
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Polygons create draw calls just like materials and the rest if I recall correctly

shut sequoia
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Lol that many polys wouldn't crash you you just said you were fine

amber ridge
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So draw calls matter just like polygons because they all contribute to the same thing

shut sequoia
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You literally said no fps drop

peak minnow
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128 million wont crash you actually.

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But it shouldn't be a thing.

amber ridge
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Correct

still perch
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it sounded like you saying polys dont matter @amber ridge thats why i said drawcalls isnt all

amber ridge
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I see, no of course they matter

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That's why it took so long to drag the acceptable number if poly's from 20k to 70k even though nobody was actually abiding the 20k

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Glad we learned

heady smelt
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problem with drawcalls is they're not created equal, you can have tiny light drawcalls and really heavy ones with zillions of things to draw

celest forge
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yes no fps drop...until he plays an animation ๐Ÿ˜„

heady smelt
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but it's a good indicator of the amount of 'jobs' the gpu has to do

amber ridge
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Indeed

celest forge
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when the animation is on...thats no drop anymore ๐Ÿ˜„

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its a game drop then

amber ridge
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Wish there was a way for them to do a stacked bar chart in the Avatar stats that times out the draw calls

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And it shows you a range of acceptability

celest forge
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the owner of the avatar with 127 mil poly...seems to be a russian i think

amber ridge
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Just report it and block

celest forge
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even tho..

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that is sick dude

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127 mil

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xD

heady smelt
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not like that takes effort

amber ridge
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Sick as in brain illness sick perhaps

celest forge
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but still..my question is this.

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how many trusted users optimize their avatars?

heady smelt
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about as many as every other ranking

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there's no actual correlation

celest forge
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from my experience from what i saw on public worlds...not many..

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really low ppl with optimized avatars..

heady smelt
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you're just seeing more trusted users because there's a lot of them and by default all your safeties are off for them

celest forge
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all i see lots of shaders that kills frames like hell. and bones with high amount in numbers

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thats my point @heady smelt

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they dont really bother to optimize avatars..

heady smelt
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trust ranks don't have anything to do with optimization

celest forge
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i in other hand...im trying to get skilled as possible to optimize and make cool avatars.

heady smelt
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trust ranks don't have anything to do with anything really, except approx how long you've played

celest forge
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i know i has nothing to do with..

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but trusted users has the most non optimized avatars here.

heady smelt
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still disagree

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go to the box and see plenty of Visitors, the lowest rank, with total garbage

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see plenty of trusted too

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it's just not related

shut sequoia
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Trusted users are simply the ones you look for due to your ridiculous bias

celest forge
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i see plenty of guest users but they dont even know how to play vrchat...or having heavy avatars.

marsh trail
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Trust has quite a few hidden factors, some more obvious than others, in terms of avatar quality i feel like it has nearly no correlation, the same way a user that's popular probably achieved trusted in no time, a user that spent hours upon hours fixing up avatars and perhaps even worlds probably gets null&void untill X factor is attained

frosty root
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Speaking of optimization/polys, i put a help question in under the mmd tab if anyone thinks they may be able to help me out regarding the subject. thanks!

rotund totem
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so i haven't tested all cases, but it seems like large bounds (5+) is still considered very low performance settings. is that fix going to come later? they said it'd be medium at worst. does it only affect new uploads?

heady smelt
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yeah that's weird @rotund totem i wonder if they forgot

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cause it was mentioned in the blog post...

surreal topaz
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Anyway with the public performance guidelines gone I guess I can start putting the "old" versions of my models back into my avatar world?

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Nothing crazy like hundreds of transforms or anything

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Speaking of which

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Is there a Blender 2.8 atlasing tutorial yet?

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I'm not gonna move to Blender 2.8 until there's a manual atlasing method, preferably with texture baking and not by "texture combining".

marsh trail
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I'm personally sticking with 2.79 due to a vast amount of non-updated plugins, that and due to being relatively familiar with the interface

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Are there any new utilities that would be useful for non-modelers on 2.80?

surreal topaz
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From what I heard, if you just want to get a model into Unity then 2.8 doesn't offer many benefits

woeful ember
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you can always copy and paste between blender version
just be wary of shit breaking but something as basic as a vrchat avatar* for example shouldn't break

proven kite
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AMD of it breaks... The avatar was too complicated anyways. I've played today for the first time in a long time and was surprised how many unoptimized avatars are out there.

heady smelt
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there may not be more than before, they're just more easily seen now (or potentially seen) since the avatar stats show with all components enabled instead of default component settings

woven merlin
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Trying to upload Quest. PC avatar works fine.

heady smelt
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check the new sdk that tup just posted in the announcements

opaque agate
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how do i fix unsuported shaders

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error

heady smelt
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use a different shader

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quest only supports shaders in the vrchat-> mobile category

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if you dont have that category, get the new sdk

jolly shuttle
visual scroll
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is that really affect performance if there is no colliders? or its just a numbers?

nimble belfry
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Wait, it gives collision checks when there are no colliders to interact with on the model at all? That shouldn't be the case

jolly shuttle
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Yeah it does.

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Dunno why it thinks there's collision if there are none.

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You can thank the new VRChat update.

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Most avatars are broken, and either require an update, or need to be made again from scratch.

nimble belfry
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Oh the unity update broke them again?...swell x.x

jolly shuttle
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Eeyup.

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The new VRChat update... The new SDK... and new Unity Engine.

opal pecan
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@visual scroll make sure the collider arrays are set to size zero maybe?

primal birch
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is there anyway to make fingers thinner or more rounded, my avatar fingers have flat edges instead of being round

jolly shuttle
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You could edit the animation of the fingers bending, or edit the model itself to be more round.

primal birch
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alright ill try that

celest forge
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@marsh trail better performance and quality in 2.80

marsh trail
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Oh that doesn't help me all that much then, blender only starts running on fumes if i got a 6.3mil poly model on my hands

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I'm mostly always working with shadeless or a matcap for more detailed models so i guess quality isn't of utmost importance for me either

celest forge
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then what ur looking for?

vestal steeple
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Is the max dynamic bones for medium 32?

surreal topaz
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Yes

fathom mason
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i still have the problem that when the dynamic bone count shows 32 for me, it shows 33 for others when they look at me. which kicks me into poor and the default dynamic bone disabler for them. while others told me on their avatar it says 32 for themself and also for me it shows 32 on theirs. any idea what could cause this?

vestal steeple
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Honestly is 32 bones even that bad, I normally only have issues when people have over 150 lol

surreal topaz
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It isn't tbh

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Problem is that 33 and 255 are regarded as the exact same

vestal steeple
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What you mean? As in performance hit?

minor wren
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33 to 256 dynamic bone transforms will get you a "Poor" performance rating

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also, 8 to 256 dynamic bone collision checks -> Poor

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that's quite a broad range

vestal steeple
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Yeah it's as if it was completely made up, personally I day 1-50 be good, 51-100 medium 101-150 poor 150+ very poor but this just based on my person experience and has no actually data to back it up lol. @minor wren

marsh trail
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@celest forge i mean, general utilities that would help non modelers have an easier time doing so, general performance improvements don't really make me want to switch to a completely different interface, any weight tool improvements perhaps, better sculpting/editing utilities, anything around those lines i suppose

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Or hell, even texture painting improvements

celest forge
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for me sculpting tool doesnt really work on 2.79

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but i think i agree with u here.

woeful ember
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you should check out quick favorites along with other improvements
being unwilling to use a program cause the ui got shifted around is kinda silly

celest forge
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any shortcut of how to decrease poly of avatars?

marsh trail
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Oh personally quick favorites don't really cater towards me, i'm relatively familiar with shortcuts and the spacebar menu is well, a button away

woeful ember
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the appeal of quick favorites is being able to hotkey anything in the matter of a second

marsh trail
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It's a neat feature of course, just statin' my opinion

cloud meteor
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@jolly shuttle you problem its marked red in the console(the red letter in the botton) you have or missing a mesh filter in your avatar ring

jolly shuttle
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I don't think I have anything missing in my project.

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The mesh filter is there.

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And still asks for it even if I remove it.

cloud meteor
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in the lastest update that its a common bug, now try to remove the ring and try again

marsh trail
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I can understand the appeal of quickly assigning a shortcut, it is handy, but really not drawing me in as i type relatively quickly (definitively not insanely so), and i personally use the spacebar for anything i can't recall the shortcut for

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What's your personal favorite improvements with 2.80?

woeful ember
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if i had to pick it would either be eevee or quick favorites

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but overall i find 2.8 much more pleasant to use straight outta the box

marsh trail
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Yeah i can see newcomers having a far easier time adapting to 2.8

woeful ember
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i wish they expanded upon the nodes for eevee and got better performance outta it for skinned animations

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disappointed in that regard

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considering it's suppose to kinda be a replacement for blender internal for game engines or w/e

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though you can find projects integrating game systems for blender

marsh trail
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EEVEE does seem neat, is it however replacing internal or simply adding a new one in?

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Haven't read much about it as of late

woeful ember
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blender internal is gone in 2.8 EEVEE is suppose to be the replacement for blender internal and maybe the old game engine aswell in the near future

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dunno if blender will be officially supporting game development within it anymore

marsh trail
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Hmm, mixed feelings about that personally

woeful ember
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yeah i'm not a fan of it unless they actually provided a buncha options for eevee to make up for it

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but they didn't do a whole lot it'd seem

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but transitioning between cycles and eevee is pretty easy since they use the same nodes
but certain shader logic can break going inbetween

celest forge
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any ideas how to reduce poly when selecting the part of the body that u want to reduce?

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decimate doesnt help

marsh trail
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Manual decimation

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You can merge close polygons that wouldn't cause deformation and that'd be essentially manual decimation

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You can also straight up remove edge loops

amber hemlock
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Decimate modifier has a slot for a vert group. It will only decimate verts in that group. If left blank, it decimates the whole object

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Recommend looking up how to create and add verts to a vert group, itโ€™s a key blender feature

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Other methods of simplifying are unsubdivide, if you convert your model to quads. Decimating in planar mode with a UV delimiter is also useful, trashes models less than regular decimate, removing the smallest creases first rather than smallest tris first

celest forge
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to many polys to remove edges manualy..

amber hemlock
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Itโ€™s a slow process but itโ€™s entirely possible

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3D modeling and optimization takes time

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I promise you it doesnโ€™t take nearly as long as the original creator took to model it

celest forge
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i had to add many poly since i could not sculpt how it should..

meager jackal
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So I'm new to avatar making and I don't know how to reduce this to medium without getting rid of movement in the hair. I also have a collider on each hand in order to move the ears of the avatar. How can I make this into medium optimized?

shut sequoia
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Getting rid of movement in the hair and removing the colliders on each hand.

heady smelt
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it depends on how you set up the colliders too, you don't need the right hand to collide with the left ear for example, so you can split up into 2 dynamic bone components and cut the collision checks in half

vestal steeple
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Seriously need to make medium lvl for dynamic bones as 35-85 ish. Excellent to 0-5, good 6-34, poor 86-105, very poor 106 + or something the number gab for good medium and poor are weird. Or something similar to that. Is anything above one collidor consider poor?

heady smelt
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why do you need more than 32 transforms

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you can have up to 8 collision checks for medium

minor wren
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Why do you need more than 5000 triangles for an avatar
๐Ÿค”

heady smelt
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Cause

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Most models under 10,000 look like garbage

still perch
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only if the person doing them didnt know what they do

heady smelt
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Which is most people

still perch
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-------------------------------------------- OculusQuest็‰ˆVRChatๅฏพๅฟœใƒขใƒ‡ใƒซ ใƒฌใ‚คใƒฏใƒฉใƒ“ใƒƒใƒˆ:REIWA RABBIT โŠฟ-5000: -------------------------------------------- ไปคๅ’Œใซใชใฃใฆๆœ€ๅˆใซๅˆถไฝœใ—ใŸVRChatๅ‘ใ‘ใƒขใƒ‡ใƒซใ€Œใƒฌใ‚คใƒฏใƒฉใƒ“ใƒƒใƒˆใ€ใงใ™ใ€‚ ไธปใซOc...

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If you know what you're doing and not just slapping decimation modifiers on stuff you can get really good results even at low poly counts

minor wren
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5k is the bare minimum for a function humanoid avatar btw
It lacks any detail at that point

heady smelt
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you can get under 5k but it really depends on the avatar

still perch
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I duno man, that looks not "lacks any detail"

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and is only half of the max ๐Ÿ˜ƒ

heady smelt
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5k is really tough for people who aren't experts

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7.5k is possible for most people who want to put a lot of effort into a personal one

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10k is doable by almost anybody with -some- effort

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speaking from my personal experience

minor wren
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It lacks geometric detail for sure

cloud meteor
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the details are in the textures, but that model its pure flat stuff

heady smelt
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geometric detail doesn't just make a good avatar though

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2b had like 2 billion tris or something in her ass right

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the 5k poly quest avatars on booth are incredibly well made and clearly from a professional

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I counted every single one of those 2 bil

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they're really impressive

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๐Ÿคค

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but probably not really a good thing to show to people and say "see, you can do this too!"

cloud meteor
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show me a curvy one with long hair and a skirt in 5k poly

still perch
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@heady smelt sure... thats why im saying, you can even use the double ๐Ÿ˜ƒ

heady smelt
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i can show you one without a skirt but long hair and curves at 7.5k

cloud meteor
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thats the problem

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its not the you cant do it you need to sacrifice stuff to make it

heady smelt
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and my -very first- attempt when a total noob at blender got one down to 12.5k from 61k

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with some losses but yeah

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lets compare my current 7.5k to my original 61k:

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if i aimed for 10k you would have had trouble finding any differences unless at extremely close range around specific seam areas

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and im a total amatuer

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i could have done a much better job if i spent more time putting textures where i otherwise have meshes

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like the shoelaces for example

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i was using the quest one (i have a version where the quest and pc one are identical) and i didn't even notice until my dynamic bones didnt move

minor wren
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This is not the quest channel btw
You don't have to defend the 5k tri goal this hard
It's fine for quest, but a pc gpu is more than 10 times faster

heady smelt
#

i use 2 colliders for a max of 4 collision checks to get touchable tiddies and just 4 dynamic bone transforms with 2 systems

#

it's called having a conversation

#

i know how you feel @cloud meteor because you were me like 2 weeks ago

#

ask @still perch

cloud meteor
#

to be honest the decimated one looks bad xD but for you its a OK no one can change that working with a model with the stuff painted to the skin its really easy to decimate

heady smelt
#

whats wrong with the decimated one?

#

this stuff wasn't 'painted to the skin'

amber hemlock
#

โ€œGetting underโ€ seems to imply getting a high poly model down - yes itโ€™s hard.

And even when you do get down that low, you wonโ€™t look as good as content made with 5K in mind. Thatโ€™s the stuff you just go โ€œwoah, thatโ€™s only 5K?โ€

heady smelt
#

just keep trying and you'll figure out that almost anything is possible

#

it's not great and i removed the ribbon

#

but those dang wings went from 2.5k polys to like 200 polys

still perch
#

is that only decimated

#

or also retopologized

#

cus retopologizing is what makes you get good results๐Ÿ˜ƒ

heady smelt
#

i dont know what retopologizing is or if im doing it

#

i dont just sit there and click decimate obviously

still perch
#

retopologizing is basically taking a high poly mesh and bulding a new lower poly gone mesh after its shape

heady smelt
#

i don't do that directly but i do combine faces in many cases

#

just by selecting verts and hitting f

still perch
#

thats still dezimating

#

the poing ot reropologizing is rebuilding the same with way less

#

simple said, at least

heady smelt
#

i mean you can take as many faces as you want and hit f to get it to something as low as a single tri

#

i can't imagine making tris to try to get close to the original with less is much different

still perch
#

and if you know how to make Normals and use Normals for details

#

plus moving detail to texture rather then mesh

#

then you can get really good results

heady smelt
#

moving detail to texture is a big one

#

still barely ever do it

#

those armbands for example

#

the red ring, not the bow itself, could have easily just been a texture

#

same for the way the shoes/socks/etc whole system works

#

lots of gains to be had there

#

things as simple as shines on your eyes are sometimes like 500 polys on mmd models

#

when they could just be textures

#

end rant see ya later and good luck, it takes time and you'll restart a lot, but you can do it

rotund totem
#

^ accurate

cloud meteor
#

the problem in PC its not the poly count cause the limit now its 70k

#

the problem its that you barely use any dynamic bone and your avatar its now very poor even if its 10k poly 1 mat 75 bones

#

with the new block system you cant even use or people will block you cause they think you are lagging them

#

just because you want to have a little more realism in your avatar and not to be a solid figurine

heady smelt
#

i wouldnt consider 256+ transforms as barely using dynamic bones - honestly, the very high like 2000 dynamic bone collision check avatars i see often have more dynamic bone transforms than they do bones. that means theyre doing things very, very wrong

minor wren
#

9 collision checks will give you poor
let's not pretend that's even close to 2000

heady smelt
#

yeah but you need 256 for very poor

cloud meteor
#

no

heady smelt
#

i dont know anyone that hides Poor avatarsn only Very Poor

cloud meteor
#

you need 8+ for very poor

minor wren
#

8+ for poor, Mikka

cloud meteor
#

colissions?

vestal steeple
#

@heady smelt answer your quest was at work, personally getting down to 32 bones wouldn't be hard but the tentacles I have for my gazer girl would not look at natural. Lol. I only need one collidor but one is enough to be marked as medium.

heady smelt
#

256 dynamic bone transforms would mean you have wel over 300 bones, as theres about 55 you dont ever want dynamic bones on like your chest

#

im in a spotty signal area but you can see the rankings there

#

should have said spine for bones you dont want to be dynamic

#

remember, you only need one dynamic bone component for a bone and all it's children to be dynamic, but it seems like some people add a dynamic bone component on every bone of the chain.

#

so instead of 32 dynamic bone transforms for a 32 bone chain they end up with 32 + 31 + 30 .... etc

#

i swear i see that way too often

#

and then they make every single collider collide with every single system, etc

vestal steeple
#

So would separating dynamic bones off a root bone actually be better?

cloud meteor
#

no

heady smelt
#

it depends on the exact effect you're looking for

#

if you use your head as the parent for the entire hair system that may not look the way you want it to and end up using more transforms but with a high stiffness value, than if you used like 8 seperate hair systems with their own unique roots

#

if you split up the systems you can split up colliders better too. instead of chest, have 2 seperate breastsystems, where you collide left hand with left breast only. that would cut your collision checks in half

cloud meteor
#

thats why you need root bones

#

but the main problem are the collisions

vestal steeple
#

I have tentacles and a tail 6 total with 80 total dynamic bones transformers lol doesn't sound as bad as it may seem.

#

Haven't had anyone complain at least.

heady smelt
#

80 is nothing to complain about

vestal steeple
#

Yeah but puts me at poor lol

cloud meteor
#

exactly

#

and jump to very poor if you use collision cause if you use 1 colider on your tentacles, it will explode(the rank)

heady smelt
#

trick the system.

#

like 2 of your tentacles can be assigned to the same vertex group and move together even when only one has a dynamic bone component

#

i have hair that lays on top of my tiddies. that hair has no dynamic bone stuff at all, but is assigned to the chest verrex group, so it moves when the tiddies move

cloud meteor
#

the problem with that hair trick if you rotate your head the mesh will expand. (full body)

vestal steeple
#

Nah I have one collidor on the hips to prevent them from going through the body and I am still poor

cloud meteor
#

picture of the stats?

heady smelt
#

it might depending on how you assigned it but yeah

#

i have my hair weighted to my chest so that it doesnt clip when i rotate my head

#

can do that instead of using colliders too

vestal steeple
#

Can send later

cloud meteor
#

i cant use coliders for my hair or ill go to poor

#

the meshes are because i have 2 costumes

heady smelt
#

Thicc

shut sequoia
#

Why not just have a second avatar๐Ÿค”

surreal topaz
#

Having a separate avatar for something like colliders gets old quick. What they should have done is graceful degradation

#

i.e. what we already have with the dynamic bone limiter

#

Avatars should never be auto blocked over dynamic bones, not when the dynamic bone limiter exists.

cloud meteor
#

full body + lazy people and you only want to swap a costume you need to stand reconfigure it etc etc etc

rotund totem
#

so silly

heady smelt
#

graceful degredation seems to be their ultimate goal from what tupper said in some canny post i think

#

i think theyre still working out how to do it properly. how do they know which mesh to hide, or which polys to show? some stuff may not be as obvious to degrade as dynamic bones

amber hemlock
#

Yeah if I have dyn bones blocked itโ€™s silly to hide a very poor avatar that is only very poor because of dyn bones

heady smelt
#

yep

vestal steeple
#

I still think it also needs to calculate total like @amber hemlock said if it's just bones that make your poor maybe the over all rank shouldn't be poor. Buuut eh that's my opinion lol

heady smelt
#

I have to also separate them because I found it easier to do it this way instead squished together

#

Then you have to re-arrange all the UVs. -- This is easier way of doing instead my previous ways lol

#

And I doin this blindly -- mostly lookingat the shapes

heady smelt
#

Hmm.. I found out.. that there's an "Ornate Version" so the ones that are black -- basically.. I have to do it all over

#

XD

#

I never played Dark Souls 3.. so I wouldn't know

heady smelt
#

They dont look 100% accurate ;/

celest forge
#

i dont know how to decrease poly for selected parts

#

decimate doesnt help

heady smelt
#

Dang... can't even get Perfect unless you exactly 32k or below. Shame. Guess I will have to do a better job at Optimization if I want Perfect

#

So the New Perfect Meta is 32k or less;

surreal topaz
#

Always was

heady smelt
#

Well, 3 new Kermits uploaded to VRCht :3

#

I need to test them then.. I can sleep it 4 AM

#

I will figure out the new Meta for VRChat new rules and stuff mhm

#

Okie Kermits just haven't got their spine weights fixed yet (Too lazy) it's the morning.. I do next time kk

vestal steeple
#

Bah poly count is really not that huge of a issue unless is start going into the 100ks

shut sequoia
#

That's definitely what we'll start seeing lol

surreal topaz
#

It starts becoming an issue after 70k

#

And yes, the new performance ecosystem means that you will see a ton of models with 500k polys.

#

Unfortunately, auto blocking those also means auto blocking tons of other avatars that are actually still optimized

shut sequoia
#

No limits for people to at least attempt follow leads to chaos, look at DB, but we've got some tools at least to help now, at least somewhat

surreal topaz
#

They should bring back the public world performance guidelines. Larens and Krogenit's worlds are back up again with insane stats like 50 materials, 400k polys and several thousand collision checks

#

I sent several emails but the worlds are still up, so this must mean that they're okay with those worlds existing now.

#

Also means that the hard work I put in to optimize my public avatars for the limits was literally useless.

#

They're ranked Poor anyway because 35 dynamic bone transforms is ranked the same as 255

#

Might as well put the old ones back since we're allowed to do that now

shut sequoia
#

That'd mean checking/approving everything manually again

surreal topaz
#

Well not manually

#

They can run the optimization bot over recent worlds every week or so

#

And set stuff to private that's breaking the limits

shut sequoia
#

That seems like more work than the last system

surreal topaz
#

It's a bot, the idea is that it runs entirely by itself

#

Including the set to private part

shut sequoia
#

It doesn't though

surreal topaz
#

It should, is what I mean.

#

The old one could only be operated by a person and spit out a spreadsheet for a single world.

#

They should just schedule it to automatically open new private instances of recent avatar worlds every week or so, run through them all and auto-private the world and avatars if it breaks the limits.

#

This is very similar to stuff that modded client users have been doing for ages

#

So I'm sure a professional dev team should be able to set this up

#

The issue is that they don't want to

#

Also IMO, cloning an avatar should only be possible once the avatar has been checked and got past this bot

#

But that's even less likely to happen, it's been months and you still can't mark an avatar as "pedestal only"

vestal steeple
#

I never liked cloning avatar since it seem to take away from people exploring worlds.

surreal topaz
#

It does.

#

It also takes away from people uploading their own stuff.

#

When I go into public worlds, the majority of people are using avatars not uploaded by themselves (even the higher ranks) and it saddens me a bit.

vestal steeple
#

And makes it far to easy to pass around really bad avatars.

#

I will wear other people's avatars every now and then but 90% of the time they are my own Frankensteins lol

shut sequoia
#

The majority has always used public avatars though

#

Since the boom at least, can't say about before that

vestal steeple
#

That is fine not everyone can or wants to learn to make their own stuff.

marsh trail
#

Oh it was still mostly like that even before the influx

#

Back when there were 2-3k total users

vestal steeple
#

But would be cool if vrchat had some avatar they could be customized a bit for people through an in game system.

marsh trail
#

Avatars had to be attained by going to a world and they didn't stick with users after they left the game which was a major gripe for many

vestal steeple
#

I remeber that

#

But exploring avatar world's is pretty fun or world's that reward avatars is a cool concept too. But cloning Mills that over.

marsh trail
#

Yeah, challenge avatars were always nice, now it's rather simple to get one if you have a friend that doesn't mind, and since you can favorite them, there's essentially no reward in terms of replay value

#

It's a good concept trade-off between them, either cloning and favorites, or world only avatars with no favorites

vestal steeple
#

No cloning, favorites is fine imo, force people out into the other creative. Instead of hanging around PUG all day haha

marsh trail
#

You could technically have both, by making it so the creator could choose if the model is cloneable/favoritable, but i highly doubt that they'd even remotely agree to make that a thing

vestal steeple
#

True

marsh trail
#

The general concept is more freedom to creators, unfortunatelly we've been on a rather downwards spiral in terms of restrictions over freedoms

#

A game that focuses primarily on user created content falters when creativity is squandered by needless/constant restrictions, in my honest opinion

vestal steeple
#

I agree completely, the rank system would be fine imo if it caculated certian things differently and also average the over different points. I sound like a broken recorded but one poor out of the rest being green should not out you as poor overall.

marsh trail
#

Most users i've seen want a weighted ranking system over a one value says all system

surreal topaz
#

@shut sequoia I wouldn't say so, it seemed like a lot of people that stuck around in the game started uploading their own stuff

#

Because otherwise you were stuck with one public avatar at a time

pine flame
#

This is because they used to allow you to upload literally anything, the existing limits easily bypassable

minor wren
#

some of my friends who used to make their own avatars stopped doing that, and now only use public avatars
not because of limitations, they just gave up
makes me kinda sad

vestal steeple
#

Modeling and optimization isn't ez if it was everyone would be doing it, it also falls under artistic creativity. Anyone can do it not everyone wants too out the time in is that issue. Plus some people have a talent for it.

#

Half my vrchat time is spent more really Making stuff for it then socializing on it lol

marsh trail
#

A large portion of my time was definitively spent decimating models

#

I rather enjoyed doing it actually, even considered it sort of a challenge, my record being from 500k to 20k

#

But that was a single portion of the process, whereas there's many things others might find tedious, others might find amusing

#

I've messed with models recently but nothing directly correlating with vrchat, the updates have honestly just kinda put me off from doing much of anything

vestal steeple
#

I am still doing stuff, mainly focusing on a world build but, it does out me off doing any cool animations for avatars

pine flame
#

I do most of my fun stuff only in unity as it relies heavily on scripting, and the devs of this game donโ€™t do custom scripting anymore

vestal steeple
#

What ever happen to odan or what ever it's called?

still perch
#

im glad you ask right here, right now

#

Cus there is a Dev Stream today that will talk about it ๐Ÿ˜ƒ

vestal steeple
#

Nice hopefully they also go over how bad the ranking system is taken not really sure what I was saying this is an edit lol-cough-

amber hemlock
#

I just want walking animations fixed. My skateboard has been broken since network IK

#

No secondary meshes can be triggered on walking

surreal topaz
#

Well they ran into a bit of an issue reconciling networked IK and animations.

#

For example, the idle animation now plays twice remotely, causing odd jittering.

#

I feel like they now need to make a "remote" animator controller that's only used remotely, with only the gesture layers, having the rest be done with networked IK.

#

Or perhaps having the idle and locomotion layers, but masking them so they don't affect humanoid properties.

amber hemlock
#

Why are premade animations even being streamed? They have no IK to calculate just play them remotely

#

My walking animation makes the legs ride on a skateboard there isnโ€™t even leg Ik

#

I didnโ€™t realize no one was seeing it until last night

surreal topaz
#

I outlined a possible fix in the comments just now. It should be quite simple actually.

#

They need to have an animator controller that's specifically used for other players, with avatar masks applied so that the animations cannot affect any humanoid properties.

#

Only "secondary" properties like enabling a skateboard in your example

#

The problem is that remotely, the MovementX and MovementZ parameters are no longer being set, they're always at 0.

amber hemlock
#

Wait so if you have a pre-made walk animation with no IK it still just streams it instead of playing the animation remotely?

surreal topaz
#

Yeah, walk animations are no longer being played remotely at all. It's all done through networked IK.

#

That's why these secondary non-humanoid properties stopped working.

#

But

#

The way they did it is by simply nullifying the MovementX and MovementZ parameters

#

So idle animations are still playing over each other twice

#

They should go all the way and just completely strip all humanoid stuff out of the animator controller remotely, then. Leave the humanoid movements to networked IK.

#

But keep the secondary properties inside the animator. This could be done with avatar masking, perhaps?

#

If they change up the avatar masks hopefully we can get better custom walk animations. Animating extra legs is literally impossible right now. Can only animate other properties, like enabling/disabling components and objects.

#

You can see the idle animation play twice if a tall avatar uses the default male animation set.

#

It's very jittery and shaky even if the person is standing completely still.

#

That's because

Locally:

  • Idle animation is played
  • Local IK is layered on top

Remotely:

  • Idle animation is played (again)
  • Result of earlier local IK is layered on top
#

So the idle animation's movements are taken into account twice. Almost always a bit desynced, too.

#

I noticed it when I put my head up really close to someone with a male animation set and they were much more jittery than before. The body goes all over the place.

amber hemlock
#

Still wouldnโ€™t be preferably to me because you donโ€™t use lower body on walk animations no reason to network IK it

#

Heck if you arenโ€™t full body why even network IK lower body at all

surreal topaz
#

Uh

#

VR IK simulates the bottom part of your body though @amber hemlock

#

What do you think happens if you're not in FBT and you walk IRL? Your feet shift to compensate. That's all part of the VR IK component doing its work.

#

The alternative is what happens when you unmap finger bones, which means sliding in place.

minor wren
#

during walk animation?

surreal topaz
#

VR IK also simulates your crouching obviously.

#

It still runs during walk

amber hemlock
#

I mean in the case of replacing the walk animation with stuff that doesnโ€™t use Ik

surreal topaz
#

In fullbody, they turn off the hip and foot tracking points when you walk

#

But in regular VR they just disable plant feet and let VR IK do its thing

#

Oh yeah, but they don't have a way to detect that

amber hemlock
#

Surely you can check if an animation uses IK

surreal topaz
#

I'm not sure what you mean

amber hemlock
#

If I animate my foot it canโ€™t Ik

surreal topaz
#

You mean turning the entire IK off in a walk animation?

#

The IK still runs even while walking

#

Otherwise crouch walking would be pretty bad

amber hemlock
#

My example is I have a full skeletal skating animation for walking. IK still overrides my upper body but not lower which is perfect

surreal topaz
#

Well it's actually still doing stuff, they just make the animation take precedence for the most part.

amber hemlock
#

Worked in both desktop, regular Vr and full body

surreal topaz
#

With both the current system and my proposed system, always networking the whole skeleton makes perfect sense

#

And then not touching the skeleton remotely but letting networked IK handle that.

#

But then still keeping the non-humanoid properties of animations that you may have.

#

That way it's all covered with no glitches.

#

This could all be achieved by just tweaking the avatar mask and applying a different animator controller remotely.

#

They're already using their "overrides" system so this wouldn't even cause backwards incompatibility.

#

Although hypothetical custom animator controllers would then need a Local and Remote version I guess, or a parameter to differentiate.

#

ยฏ_(ใƒ„)_/ยฏ

#

If I can figure this out then surely the devs would be able to as well

#

I would be surprised if they fixed it in a different way, but we'll have to wait and see if they're going to fix this at all.

heady smelt
#

devs figuring things out is silly

#

a single dll is the cause of all the lag when working on avatars or worlds in unity

#

been that way forever and it took a friend of mine 30 seconds to figure it out and fix it. yes, fix the dll

vestal steeple
#

I demand the ability to walk on six legs full made purely of particles and dynamic bones, each particle being a different material.

heady smelt
vestal steeple
#

No way this idea would be legit good rating at the worst lol

shut sequoia
#

Yikes

heady smelt
#

dunno what to even blame it on

#

none of his stats are individually egregious

shut sequoia
#

Yeah I've not lost fps on worse than that

#

Maybe the shader

#

But it doesn't seem like anything special

heady smelt
#

shader, maybe texture import settings? maybe shape key fuckups?

surreal topaz
#

There's a lot that can destroy performance unexpectedly, which is why I'm not porting anything to Quest anymore.

#

I can't test it.

#

The grey robot is a safer bet than something potentially laggy.

amber hemlock
#

Very poor is a big range. It can have anywhere between 70001 and infinity tris. Or 33 to infinity materials. So yes a single very poor avatar can do a lot of damage... or nothing

surreal topaz
#

For example, setting your Normals to "Calculate" in Unity can destroy performance even on desktop.

shut sequoia
#

Well we see the stats on this one

heady smelt
#

yeah it's just that this one was barely very poor

surreal topaz
#

The issue with Normals set to Calculate* also happens with Excellent rated avatars

amber hemlock
#

Why are imported normals laggy?

surreal topaz
#

Sorry hold on, my brain wasn't all there

shut sequoia
#

It's really not even that bad for a very poor.

surreal topaz
#

Setting Normals to Calculate in Unity.

#

That's what causes lag.

amber hemlock
#

Ok but why

surreal topaz
#

ยฏ_(ใƒ„)_/ยฏ

#

Destroys performance, even more so with copy protection. Try it out.

#

Literally one model can drop you to 45 FPS in an empty Box

heady smelt
#

by the way, turns out quest has insane LOD settings so you might be better off disabling generating mipmaps for lots of their shit

amber hemlock
#

What if I set the same calculated normals in blender instead and use import in unity

surreal topaz
#

Anyway, after seeing a Good ranked avatar destroy performance like that, I've been hesitant on porting stuff to Quest because I literally can't test stuff like that. What if some other thing I did destroys performance?

#

Yeah that works fine

pure bridge
#

setting a normal map to calculate destroys perf? how?

surreal topaz
#

No, not normal map

pure bridge
#

oh.

surreal topaz
#

Setting the "Normals" option in the imported FBX in unity

#

To Calculate

pure bridge
#

ohhhh.

surreal topaz
#

Vertex normals

amber hemlock
#

I know you mean vert normals

surreal topaz
#

Yeah

#

If you do it in Blender beforehand, it's all fine.

#

But with copy protection that's not always possible

#

The issue came to light because of copy protection in the first place

amber hemlock
#

I donโ€™t even use copy protection how silly is it

surreal topaz
#

Well the copy protection isn't really useful on its own

heady smelt
#

wait so people using some meme copy protection to keep their original content do not steal avatars is what makes the rest of us lag and suffer?

surreal topaz
#

It destroys lighting which can be worked around with Calculate, but then that causes massive lag

#

@heady smelt perhaps.

heady smelt
#

MEME

surreal topaz
#

What I do know is that active and/or changing blend shapes can cause lag

#

If you have a 70k poly avatar and you move all vertices on every single lipsync shape key, you will lag people when you speak.

#

And then even more when you set Normals to Calculate.

heady smelt
#

how terrifying

surreal topaz
#

Stuff like that is how models can unexpectedly lag you despite what the performance ranks say.

amber hemlock
#

Wait I thought calculate was a bake I didnโ€™t think it was real-time

surreal topaz
#

Yeah that's what I thought too. But

heady smelt
#

well in this case it matched up with the rank but

surreal topaz
#

Suppose you calculate normals on a copy protected model. That would look extremely bad when you reverse the copy protection.

amber hemlock
#

What aboutt calculate on a non skinned filter

surreal topaz
#

So they would have to do some form of recalculation with the blend shape applied, at runtime.

heady smelt
#

changing that setting itself wouldn't touch the rank which is silly

amber hemlock
#

Is that ok

surreal topaz
#

ยฏ_(ใƒ„)_/ยฏ

#

No idea. It's probably nowhere near as bad on non-skinned meshes

heady smelt
#

it's almost like the dev team doesn't actually know what's causing lag and it's why we got this kind of system instead of one that actually tries to measure performance impact of an avatar as a whole ๐Ÿค”

#

you know, a system that looks at how it runs instead of it's stats

#

the same problem i was arguing with tup about re: quest avatars

#

it kills me knowing some nerd probably posted some avatars on that one site with that setting on "calculate" and there have been hundreds if not thousands of downloads, edits, etc, that didn't notice

shut sequoia
#

I guarantee you no one using that site knows much of anything or they wouldn't be using it

heady smelt
#

also not shown in the little video: the dude said "i don't care" when i said he had a laggy avatar

shut sequoia
#

So that's probably most of them

#

LOL

heady smelt
#

its very saddening

shut sequoia
#

That kind of person is an e z block for me, at least makes it harder for them to hit new user somewhat

pine flame
#

Hope my shader doesnโ€™t end up on that site, itโ€™s too advanced for them :l

shut sequoia
#

That's why I hit Rainbow and call it a day emoji

surreal topaz
#

I got put on their "wall of shame" because I said that they hosted stolen content

#

I contacted one of the mods about some stolen content on their website and they basically said they didn't care

#

The guy's response was "A-ha, two of us (out of 6+) do care about stolen content! Why didn't you contact them instead?"

pine flame
#

Wasnโ€™t one of the mods avatars on there once?

shut sequoia
#

Just need the right person's original avatar to be stolen and maybe they'll take it seriously when it's an actual legal matter lol

surreal topaz
#

Later on I contacted them again and they said there wasn't enough proof

#

Even though the package contained _CustomAvatar.unity3d and no actual FBX

#

And the Body was pre-split into Meshpart0 and Meshpart1

pure bridge
#

they have a wall of shame?

surreal topaz
#

Yeah

pure bridge
#

thats lame... :p

surreal topaz
#

Any time someone badmouths them you get put on there lol

#

Right, can't mention that site here by name

pine flame
#

Well done lol

surreal topaz
#

The only time they ever did anything right is when they put subcom on their wall of shame

pure bridge
#

on an unrelated note/related note, what do you guys think is better: atlasing different parts of your model (hair, hoodie, skin) or making one big atlas and cropping out the different parts you need per-shader

surreal topaz
#

Wish they were as vigilant with other stolen models too, not just the ones subcom stole lmao

#

If different materials re-use the same texture, that is more optimized than if they all have different textures.

#

But the difference isn't big.

pine flame
#

One big atlas and different materials

pure bridge
#

i personally go with the latter option cuz its easier for me to work with and the only consequence is increased image size which is not much i dont think

#

yeah i figured thats what everyone did

graceful vine
#

@iron warren Hi, read rule 15.

shut sequoia
#

Nah

#

<@&397642795457970181>

#

He's doing it on purpose

elfin shore
shut sequoia
elfin shore
heady smelt
#

Need to find the META Perfect Limit for Mesh Objects

#

Then I can make a video on how to be META Perfect Optimization on VRChat

#

And the Thumbnail will be Yugioh Cards of Cyber Dragon Meta

graceful vine
#

I'm glad you have thought that far ahead

heady smelt
#

the meta is medium, you can't block medium

heady smelt
#

sup

#

yall

heady smelt
#

can we get a performance shaming channel

pure bridge
#

thats pretty epic

#

tWo mIlLiOn

heady smelt
#

what i expected really

#

i only hide very poor

#

8 million mesh particle polys

pure bridge
#

n-new user?

heady smelt
#

the dudes a new user but uploaded it himself so he must be a nuisance too

pure bridge
#

you wanna know what it probably is?

#

the bad site

heady smelt
#

maybe

pure bridge
#

its always the bad site if it doesnt come from a VRC gang server

#

even most MMD assets ive come across do not approach such greedy numbers

atomic rover
#

Ya mean that one certain mod site?

Yeah, I used to go on there a lot when the avatars were cooler and more interesting. Video game models and such. It's starting to become one giant TDA site, and that's kinda boring.

They've also been uploading MMD models that don't approve redistribution and/or ask to not be converted for VRChat in the first place. I learned that I shouldn't trust their avatars anymore.

But judging by this, it's either 1) a troll or 2) someone who doesn't care about optimization.

heady smelt
peak minnow
#

In an attempt to be more optimized with my avatars most of the time I'll combine all the materials using a plugin on Blender but the last model I had just kept turning black on combination of texture/material. Any idea on why that would happen? I combine 2 meshes then use the plugin to combine material.

heady smelt
#

I do everything manually

#

;c

heady smelt
delicate spruce
#

@peak minnow you just have to put the png back into the material or create a new one and put the png in :3 then it should work ๐Ÿ˜„ had the same thing yesterday

queen hedge
#

WOW, so that's what crashes us in friends of guests/public worlds back in 2018.....
Those million polygon settings show entirely these users are scum trolls just to be present in world to crash people... NEVER AGAIN, feckers like them, crash us. I am so happy with the auto hide Very Poor avatars aevSip

#

That day before a year ago, when I visited a friend of guests world, some douche snuck in and explode everyone some crashers, all at once...

#

Now I can see how it works now, dang such douches...

heady smelt
#

You know polys canโ€™t crash you right

queen hedge
#

Anyway how many bones considered pass safe amount?

heady smelt
#

I don't think it's possible to make a Perfect Optimized Avatar if you have Dynamic Bones

queen hedge
#

Not even 2 bones? XD

#

And yeah... I mean regular bones, how many does it considered passing safe amount?

#

75? 103? 200+?

#

Because a certain avatar I have need that much bones for animation and of course I get Poor rank ๐Ÿค”

heady smelt
#

I am at 1 dynamic bone with 3 transforms

brisk wharf
#

D

sweet mason
#

So you want to spawn a map ?

amber hemlock
#

Polys canโ€™t crash your gpu but they can crash the game and thatโ€™s really all that is needed so yes super high polys are bad

marsh trail
#

If it reaches 2mil active pollies, then it's either intentional or the person with it is completely oblivious, reaching 2 mil is no easy task, the highest i've seen an MMD go up to is 512k (give or take), unless they're a literal walking sculpt, i doubt one would do such unknowingly

atomic rover
#

If I recall right, there is a subdivision modifier in Blender. Maybe he used that.

marsh trail
#

Yeah, again it'd be intentional, you don't just randomly select subdivision

boreal vector
#

removed some useless bones in blender and now my avatar is good :D lets see how it will be after im done with all the unity stuff

glacial notch
#

can't wait till they find a way to block just the unoptimized parts of people's avatar so you just don't see grey robots all the time

shut sequoia
#

that'd be pretty hard for most things

#

blocking just materials? they're gray. blocking just meshes? they're gray. blocking just polys? gray

#

you can already bloth cloth and DB

heady smelt
shut sequoia
#

i couldve sworn it was in here when that update dropped

heady smelt
#

it's in another discord

shut sequoia
#

well i think it was here for a bit too, i feel like i saw it a lot

#

in general

#

maybe outside emotes were just allowed in general at the time

heady smelt
glacial notch
#

was talking about lights and stuff not the actual parts

#

having more ways to handle performance is better for everyone neithertheless

sweet mason
#

That map is really hard on your pc if I remember well

echo cloud
#

dont think that map has been updated in a long time should go to more optimized maps before accusing random avatars of FPS drops cuz 70k polys doesnt do anything to FPS

candid sedge
#

thats not all thats poor tho....

#

lol

#

i'm not sure i seen that right but did it say 34 checks for colliders

#

might also be using a pen for that bound size

heady smelt
#

i didn't specify that the polys were the cause

echo cloud
#

you basically saying any very poor avatars drop your frames by 20fps but from what i saw on that vid it was the world not avatars Cafe Leblanc has been known to be unoptimized world

heady smelt
#

i did not say that.

#

and one avatar even in an unoptimized world shouldn't drop you from 90 to 70 by itself

#

you can see however that my fps drops only when looking at that person's avatar

#

so it was indeed the avatar, not the world

echo cloud
#

parts of your video you were not even looking at the person and your fps was still going down

marsh trail
#

After taking a look at the vid, it seems unquestionable that, that specific avatar was causing your frames to drop.
One could state that it was only happening due to that area being unoptimzed, but it only started occurring after the avatar was unblocked.
There could've been other factors in play, such as another relatively laggy avatar being in that direction at the exact moment you unblocked it, but that is highly unlikely.

heady smelt
#

the video doesn't capture the full vr FoV

#

there was no one in the entire world but me, the little guy with a low poly quest avatar, and the laggy guy

marsh trail
#

Then there you go, a laggy avatar

#

Stats-wise the only thing that could've caused lag there was the bounding box

heady smelt
#

it was likely something that isn't counted in the avatar stats, and that's a problem

echo cloud
#

polys dont affect FPS till you get around 120k+

heady smelt
#

no one here has ever said that polys were the cause

marsh trail
#

Subjective, depends on your system

echo cloud
#

well your making it sound like it is cuz that along with the bound size are the only red parts

marsh trail
#

It'd start causing me issues only somewhere around 400-500k+

safe salmon
#

Wait, polys don't affect till above 120k on avatars?

#

Uhh... I have a world withh 430 ish k polys...

echo cloud
#

well for me i notice my FPS goes down with avatar polys around 120k+

marsh trail
#

To some others it could be far less

heady smelt
#

polys always have an impact, it will vary for everyone, and it depends on what those polys are doing

safe salmon
#

A world with 450k polly is fine tho right?

heady smelt
#

that being said it's very rare that you run into an avatar that -needs- more than 50k or so polys even

marsh trail
#

^

safe salmon
#

Photo scan relms

heady smelt
#

if someone has 120k on an avatar they're lazy

#

worlds are entirely different

#

they vary much more in size, scale, goal, etc.

marsh trail
#

Although with the system scanning all disabled objects, pollies start stacking

heady smelt
#

even with props 50k is more than enough for any avatar

safe salmon
#

I do need some world building too if someone could look into it with me in worlds chat

marsh trail
#

Tell that to animators haha

heady smelt
#

animate with emotes instead of gestures

#

there's no reason to dance on a gesture

marsh trail
#

But yeah, it should be enough for most

heady smelt
#

now that you can cancel emotes by moving

marsh trail
#

Emotes have a time hardcap

#

Can't recall the exact time atm, but i think it's anywhere between 1-5 mins

echo cloud
#

id say 6mins max

marsh trail
#

Besides, there's no difference between using a gesture or a emote, both will still account for disabled objects, and some VMD setups require the original model present, so they either make as many variants as they have dances, or enable a disabled one

echo cloud
#

i just hate having any thing on open hand gesture for any model

marsh trail
#

Yeah, that ones' a buggy mess

#

Another reason to use a gesture over an emote is the fact that you can move whilst still preserving the active animation, a thing animators do alot, especially for added effect/realism

balmy eagle
#

does it still effect FPS say you have a body mesh of 40k and another hidden with 40k aswell and you toggle between the 2 so that you always see one of the other

echo cloud
#

vrc will count that one avatar as 80k polys

#

but dont think it will do anything with FPS

marsh trail
#

The currently active mesh is the one that will impact any sort of performance, hidden objects should barely do anything untill active, and any lag initially felt is probably due to it shifting between them but it then stabilizes

#

Basically, if model X has a large mesh setup, you'll feel the initial "hit" of it changing to it (rendering "new" stuff that wasn't there) but will then return to normal

#

Oh and of course load times will take longer as the avatar size itself is larger, but that's about it

elfin thunder
#

Oculus reccomends 1-2 million polys per frame being the maximum.

#

If you give a million to worlds, a million to avatars, you have to divide a million polys among everyone in the room

#

If you wanna have like, 32 people in the room, everyone's polys gotta be around 31k

#

Just a theoretical based off of what Oculus reccomends, it's probably not realistic for a bunch of reasons.

still perch
#

but it shows well if that calculation comes out to 31k and 70k is the thing that we had as a hard limit last time

#

that means more then 50% higher in the total in that calculation

elfin thunder
#

I think the hope is that not everyone in the room will be right up against that limit

still perch
#

Ofc

#

But we need to be realistic

#

๐Ÿ˜„

elfin thunder
#

Totally. I personally think the poly limit is quite high.

still perch
#

The biggest issue is the players and their expectation / motivation.

#

Someone who knows what they are doing can easily fullfill the regulations even with extensive extras

#

the 20k limit was never an issue for those knowing about the propepr techniques to optimize a model for a reltime engine

elfin thunder
#

All my avatars were good for Quest, because I always had a personal poly limit of 10k

still perch
#

But for the average 0815 VRChat content creator the working style is more "What you see is what you get"

elfin thunder
#

What I do is unreasonable though, I know people will have more. My art style is a lower poly one.

still perch
#

The biggest issue imo is that many people are only interested in learning how to archive visual goal x.
And past the visual point, interest rapidly drops often to completely zero when it comes to making it propperly optimized for realtime rendering.
It then gets specifically worse when they get critizied for it while it satisfies their visual expectation but is just horrible under the hood.
And when measures are taken that are supposed to force peopel to actually care then they start ranting.

#

And it's particularely sad since we have tools like CATS and good game specific tutorials that take away so much time from the learning curve and general work.

heady smelt
#

the guy who dropped my fps by 20 by himself literally said he "doesn't care" about affecting other people's performance

#

it wasn't even a good looking, high poly, high fidelity avatar. just some messed up setting somewhere that someone used on avatar upload that causes problems.

#

that's a much bigger and less beneficial problem than people making complex cool stuff

gilded portal
#

๐Ÿ˜

heady smelt
#

most people who do that don't know either, it's probably a good idea going through and audit lots of stuff you can mess with in unity and seeing if you can break people's performance with some simple settings, and then advise people to avoid them, or not allow it to be used at all

gilded portal
#

I drive to make everything I make optimized... even if might be a bit overkill.

#

Would be interesting if you could get better analytics per avatar than what we have now from the sdk

#

since people do use some good unity tricks to drive up performance but the sdk doesnt recognize those (its a bit hard probably)

#

But honestly, My opinion is that AVatars should not have the extra stuff, instead the stuff should be developed for the avatars,

#

Shame attachments are only world or avatar specific, forexample.

still perch
#

@heady smelt if he legitemately said that and you have recorded that repot them for it.

heady smelt
#

he didnt upload it and was a visitor so i don't blame him

#

i blame the creators

#

and i do indeed report those

pine flame
#

I like the idea of supporting LOD

#

People closer to you get more detail while people further from you get less

#

Itโ€™s literally built into the game engine

heady smelt
#

yeah but that puts a lot of work on creators to create those LODs

#

a better solution is finding those specific un-accounted for settings that are causing performance issues and either automatically mark them as something (like mesh/read write does for very poor) or disable their use

#

like rokk was talking about using the 'calculate normals' instead of 'import' setting potentially causing huge issues

pine flame
#

Yes that was a definite issue

#

Seems more like a bug in unity though or blender but Iโ€™m sure theyโ€™ll point fingers at each other for a while

#

But giving power to those who are able to make models look amazing while keeping performance in check would go a long way

#

Other thing LODs support is shaders, which can be coded simpler at more distant LODs and more correct at closer LODs

#

This would be great for things like fur shaders which lose their effect at a certain range and would be better off not eating performance and just rendering flat further away

heady smelt
#

yes please

surreal topaz
#

Fur shaders can (and already do) this to some extent

#

But it's limited

#

You still have to go through the expensive geometry shading only to then sorta try and cut it off

pine flame
#

Which is exactly where LODs come in

balmy eagle
#

beautiful .... a full pledge paragraph marked by Bot as Spam~

heady smelt
#

Sucks

balmy eagle
#

have to do things in short msg to bypass* this broken bot

heady smelt
#

Thatโ€™s why I always copy whenever I type a whole paragraph

balmy eagle
#

made a avatar that with animation disabled they would only see 348 ply with 1 dynamic bone swinging around and with it Enabled .... they would see 40k ply as whole and the model loads under 30~50sec with my optical connection .... while another model cloned for a discord group loads nearly 2mins~3min+ and has far less Animation and short audio source

#

less half of the original i could remember -,-

heady smelt
#

30-50s to load an avatar?

balmy eagle
#

optical connection >.> less that user is on 56k

heady smelt
#

you dont download the avatar from the user, you get it from the vrchat servers

#

if an avatar takes more than a few seconds to load, it has some crazy large files associated with it, whether that's textures, audio, animations, etc

balmy eagle
#

which ever way it came from loads that long o.o

#

then likely textures related i gues ... course i have no access to see from this group

#

i try to keep my materials under 7

#

the Stats ought to show " ACTIVE " ply count along with Total Ply Count

frosty root
#

I have a question if anyone can help about Unused textures in Unity.

I am working on an avatar (from an MMD) that came with tons of extra textures for optional switching. I was curious if any unused/unlinked textures that are in the project folders in Unity matter when uploading the final avatar version. Like will it know to disregard those files and not package it with it, or will it be taken into account and lower its performance?

Let me know, please and thank you, 'cause it's a pain to try and find all the ones in there that aren't being used/linked to the model to remove, and I kind of like the idea of having the textures handy in the project if say I did ever want to make a variation down the line or switch something out. Thanks!

woeful ember
#

just the ones within the scene

#

so just the textures that are being used in the active material

frosty root
#

Even if the active textures are in a folder with inactive ones?

woeful ember
#

yes

frosty root
#

So just to clarify, i can leave them be and it should be fine for upload?

woeful ember
#

yes

frosty root
#

Okay, thank you! I was only able to atlas so much due to rendering issues so wanted to be sure โค

lament garden
#

Does anyone know how to merge armatures and meshes without losing the weight painting for the joined meshes? Thanks

marsh trail
#

@lament garden merge bones first and then the mesh, also make sure that the bone names don't overlap when merging otherwise said bones will be renamed to BoneName.XXX (X being any number based on how many copies exist of it, i.e. if a .001 already existed, .002 will be the name of said bone)

#

Make sure to merge based on such
Select the mesh you want to merge and then select the base, the last selection is always going to be the "base"

lament garden
#

I've joined armatures via ctrl J with out any issue of losing weight paint it's when I later merge meshes. I will give this a shot when I get home. Thanks @marsh trail

marsh trail
#

Meshes should never lose weights regardless of how they were merged, they might not find the right bone to assign to, but that's as far as it goes

vestal steeple
#

I think meshes can loose weights if you save them with out bones and reimport them bto another model.

marsh trail
#

Yes, that can happen if you save them as a format that doesn't support bones, otherwise it'll still keep the vertex groups

#

That's why you should have 2 blender windows and copy-paste things between them, preserving everything

woeful ember
#

you need the armature modifier assigned to the geometry otherwise weight will be lost upon export i believe
also don't save as OBJ

lament garden
#

In my case I know that the meshes have weights as I have tested in pose mode. Good to know that saving as OBJ is a bad idea.

heady smelt
#

lol

#

the world 6Avatars6 in community labs has a few like this

#

it's intentional, for crashers, i'm gonna report it and whoever else wants to can do so too

#

thats right 360 million polys

#

potential issue: hiding the avatar still lagged me for several seconds

#

why does vrchat need to do anything at all to -not- load this guy's avatar?

#

it isn't even good

echo cloud
#

even the world image gives it away to (doesnt surprise me its from some Russian either)

graceful vine
#

Xenophobia is strong with this one, huh

heady smelt
#

im russian and did not take offense, it -is- typical russian shit to do this

graceful vine
#

Does not matter if you take offence, thats not how it works.

marsh trail
#

I'd file this under the stereotype department rather than xenophobia, but both points can be upheld based on general assumption
(X people doing Y negative things)

#

But in any case, jesus christ das alota pollies

candid sedge
#

who gives af just nuke that avatar from the servers

#

it takes me ages to load avatars that are super poor anyway so i just end up blocking anything that takes 5min

#

loading

buoyant holly
heady smelt
#

@candid sedge but you still wait in the same room just to let them load in [ I realize that you're doing other stuff in that 5min span ] but bruhhh imagine if you just sit and watch 1 or 2 people just to load in xd

proper blaze
#

I Beg you Once For this but can you maybe ping that in your server?
@everyone A Guy Names @fossil thunder
made the following Canny and it Says what we all already know the new ranking system is bullshit Pls Read the Canny and Share the fuck out of it BTW Dont Forget to Upvote it with all acounts you have so the Devs Cant Ignor it !!! I Beg you all Pls Vote It
up (If you also Have Aa Discord server Pls Coply Past this Into your Anouncmend Channel ) Pls Help Us Getting the Old or no ranking System I Beg You :KonataCry: :KonataCry: https://vrchat.canny.io/feature-requests/p/counting-hidden-objects-when-calculating-performance-rank-is-a-terrible-idea

marsh trail
#

The at everyone command is disabled, and for good reason, you'd be pinging over 20000 people

#

I understand the sentiment, but mass pinging a server is not the way to go about this, especially 20k people

shut sequoia
#

I really wish it was an autodelete and ban, even though it doesn't work im surprised they're so lax on it

marsh trail
#

When it's done in a malicious light, it's taken down rather quickly

#

Jan 13, 2019 16:34

"It's true that the system currently only states a certain "standard" but does not enforce it, but as they themselves stated, may change in the future"
#

We're gettin' there

distant wraith
#

if you see too many particle's on your avatar set the max particle count for each system to the amount its using instead of 1,000 or it will look like anything you make looks like a crasher i had to change all my animations so it didnt look like a crazy number

turbid ore
#

the new ranking system is great for everyone who actually has to see those avatars people make

heady smelt
#

NEKO is just mad he got banned from publics for his trash aviโ€™s

pine flame
#

Ranking system is a really poorly applied bandage for supporting such poorly performing avatars in the first place

turbid ore
#

when my index arrives I'm going to set the minimum avatar quality to medium and watch 99% of anime disappear

pine flame
#

Youโ€™d be surprised, there are more good performing anime avatars than you think

#

Problem is people being lazy about โ€œbut optimizing is too much work/time to bother withโ€

turbid ore
#

they should set the avatar rank limit to medium by default and then have a section on the SDK that tells the author how much % of users won't be able to see it without changing the settings

#

but then again I dislike unoptimised things a lot

heady smelt
#

I just donโ€™t like the fact that my animations are fucking over my performance rank :(

heady smelt
#

where did the messages here go

distant wraith
#

^ lmao was wondering the same thing

heady smelt
#

it's literal truth that that community ddos's people who hide or block their avatars

distant wraith
#

why delete our messages when we are trying to help people out MAKE SENSE OF IT

heady smelt
#

its almost like the chat mods here want to boost that canny for some reason while removing criticism

#

there has been a significant drop in people using Very Poor cancer avatars specifically because of the changes, it's been the best thing so far to happen to vrchat even if it's not quite the best way to get rid of unoptimized stuff (it casts too wide a net), so the system works. when someone who runs a community that actively seeks to harm other users with their avatars, and goes even further to harm others when their avatars cannot comes and complains about the new system, we know it works. ESPCIALLY since they don't even know when they're hidden by the system.

shut sequoia
#

Im still unsure why they can't just hit Ctrl+d on the model in unity, remove the extra shit, then upload it as an alternate model

#

Wanna be seen? Ok use that avatar.

#

Want to show off? You're free to show off to the people who want to see it.

heady smelt
#

because their intention is not to just have cool stuff, it's to bother other people

#

so there's no point for them to use a stripped down avatar without the flashy bits that they do wrong and annoy others with

#

take note of what nek0 slipped in at the end of his horribly spelled message:

#

"Pls Help Us Getting the Old or no ranking System I Beg You"

#

they'd rather not have anyone know about their bs

#

until they crash you

woeful ember
#

could just disable extra components besides skinned mesh renderer for example rather than duplicate it causing bigger file size

heady smelt
#

also nek0 LITERALLY suggested to upvote with MULTIPLE ACCOUNTS on canny.

woeful ember
#

personally i'm kinda for some hard "but soft"(akaDisable) limits for certain stuff but with a generous value
things like polys for example should have some sort of limit even if set extremely high

heady smelt
#

the guy wants you to CHEAT THE SYSTEM

#

but for some reason our earlier messages telling him to f-off got deleted.

woeful ember
#

but of course having an option to disable as always for the sake of "creativity" or w/e

#

gotta keep in mind most developers have their own limits set in mind for the sake of optimization for various things

heady smelt
#

and remember: the only people blocking very poor avatars are the people who don't want to see that unoptimized shit. all that removing the system entirely would do is remove that player choice

#

the default is to show it all

calm spade
#

@heady smelt Can we keep this channel for avatar dev and not rants please ?

heady smelt
#

maybe if the initial response wasn't deleted i wouldn't have went on a rant

#

you have a guy maliciously creating avatars to harm others telling people to make fake canny accounts to upvote a post that removes a system that prevents him from harming others

#

but the responses to it were removed

#

๐Ÿค”

jolly shuttle
#

is there a way to have a custom sitting animation?

grizzled patrol
#

Yes

jolly shuttle
#

okay, elaborate please?

ripe tulip
#

well sitting can be overridden with a controller for the chair but the world creator would do that not the avatar .. if your talking about the avatar just change the default sit animation on that

#

i think you are talking about the default as this is a avatar room not a room for world creators

pine veldt
#

Is there a way to take my avatars texture from unity and put it on the edited version of my avatar in blender?

marsh trail
#

The textures are in the project folder, you just need to assign them

pine veldt
#

ill look thanks ive never put texture on a model in unity beforr ๐Ÿ˜„

heady smelt
#

838 meshes vrpill

arctic vortex
#

๐Ÿ˜ฑ

#

Up to how big can a texture be for just regular avatars (Not quest) I know quest is 1024

amber hemlock
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bUt eIgHt hUnDrEd mEsHeS sHoUlD bE eXcElLeNt rEeEe

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Honestly texture resolution is entirely uncapped and unmonitored. I donโ€™t know why

solid smelt
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Gotta hit that 8096x8096

amber hemlock
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Some of my atlases are that big before I get rid of uv tris that loop over the texture edges

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Because that makes material combiner double up the image on the atlas

graceful vine
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I never go ago above 4k even for worlds

pine flame
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You can hit that 8k texture size using some of digiโ€™s models on deviantart and atlasing them

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All the texture sizes are in 4K

graceful vine
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You'll likely never need that resolution in vrchat

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Considering most avatars use a toony shader/artstyle

pine flame
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Be nice if you could use svg in graphics memory

graceful vine
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That's basically what vertex colors are iirc

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Vectors are basically 2D models

pine flame
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Sort of

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1, not all shaders support vertex color, 2, requires a specialized mesh

arctic vortex
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Huh I thought even for textures that's not for oculust quest models it had a cap ๐Ÿคท Though probably safe to keep it under 4 k eh?

graceful vine
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Safe to keep it at 1k really, depends on the style

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Anime avatars are usually flat colors so

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512 x would suffice if atlassed correctly

woeful ember
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for PC 1k is a little lackluster even if it's going to be somewhat blurry in vr

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considering it's a single texture atlas

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alot of games use multiple textures 512x512+ for a single character*

graceful vine
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1k is fine, again depends on style

woeful ember
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yeah but the majority would benefit to some degree with something higher than 1k

solid smelt
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I still think avatar size should be shown in the performance, doesn't really need to be ranked but it be interesting to see since crunching textures cuts the size down so much.

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My 500mb avatar is ranked the same as a 3mb one

safe swift
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well.. I've seen textures that are over 60mb+, just put couple of `em and you good

pine flame
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Animations