#quest-development

1 messages · Page 9 of 1

midnight gulch
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Everything shows when you connect it to PC.

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Bones, PC worlds, shaders etc.

wraith jewel
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And it should run, it has the NVIDIA GeForce 1050Ti

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If I said that correctly

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Yeah, it's a pretty good PC.

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Wait so my Oculus quest 2 won't fry?

midnight gulch
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Not plugged in, no.

wraith jewel
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If I run it there and shaders from there? Ohh.

midnight gulch
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Your essentially running everything on the PC, the headset just becomes a monitor...

wraith jewel
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By the way do I have to keep it plugged in to play, or just once to set it up? And is the wire like far enough so that I can have room to play?

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Ohh I see.....

midnight gulch
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So yeah, you need to keep it plugged in; and it<s worth getting the official link cable instead of any random USB3; because the connection can cut out randomly.

wraith jewel
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Yes of course, I'll see if I can get it from the original Oculus website.

midnight gulch
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Alternatively, you could stream the game from your PC to the Quest using Virtual Desktop. I think its like 30$. That will allow you to play the full PC game (with everything shown) wirelessly.

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The frame rate drops off substantially though; since your streaming it.

wraith jewel
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I see, so it has some pros and some cons.

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How much of a drop rate are we talking?

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Do you know?

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Holy shit it costs 80 bucks, lmfao.

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But it's worth it so I'll get it

pulsar fox
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They should make an update in VRChat so that people with Oculus quest 2, like me, can see other peoples shaders because apparently you can’t see other people shaders if you have an Oculus quest 2 because it’s disabled for that VR headset. That sorta ruins the game for people that have Oculus quest 2 and I think it should be fixed. But overall it’s a great game.
@wraith jewel they can’t - the quest is an android device. It doesn’t matter how good it’s specs are - if it’s android it can’t run content made for windows

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You need either x86 architecture mobile processors, or ARM processor gamer PCs for everything to be cross compatible. Nether of those things are ever going to happen

wraith jewel
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So to be able to use Oculus quest 2 linked, I need ARM?

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No intel?

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@pulsar fox

pulsar fox
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No.

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What I am saying is the quest is a ARM processor. Windows VRChat content is built for windows. Windows/mac/linux for x68 chipsets. It’s not a matter of being underpowered, quest is the wrong kind of cpu

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Now if you connect your quest to a pc you can just play the pc version over link. That’s because your pc just uses the quest like a display device

wraith jewel
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you mean x64?

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Btw thanks for the info, could you check if my PC could run it?

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In DMs?

fair tinsel
wraith jewel
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Everything is ready except for my GPU which is capable.

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Lol.

wraith jewel
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Who agrees that vrchat on quest could have been better?

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I would personally say that the performance could of been increased a bit throught the lifespan of quest 1

fair tinsel
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honestly there's probably not too much they can do because user-generated content

wraith jewel
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Who agrees that vrchat on quest could have been better?
@wraith jewel I thought so too but after playing it for a while , my Quest started to heat up like crazy and I think it even crashed twice without shaders.

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VRChat isn't really the game when it comes to the Oculus quest.

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I'd recommend you buy a/the linking cable from the Oculus website and link it/your Quest to a nice PC if you have one.

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That way you can play VRChat without ANY problems.

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  • Shaders
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Lol.

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@wraith jewel If you need any help on how to link it to your PC, and if your PC doesn't have a USB C port (which is the port used to link the linking cable) what to do. Then let me know and I'll be glad to help.

wraith jewel
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Nah I don't need help with link I just need help with performance

wraith jewel
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Performance?

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Wym?

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Btw I was wrong about VRChat, just disable particles for everyone and you're fine, lol.

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Yeah, you can’t really fix performance aside from avoiding hard to run worlds and avatars, so I don’t understand the question.

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He sorta can, but not with the Oculus quest alone.

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You'll need a good PC.

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Or laptop.

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Then link it and you're good to go, if the performance is still bad then, then it's your laptop/PC.

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To know if you can run VR games greatly or not, go to steam and take the "SteamVR Performance Test".

wraith jewel
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I get compatable

wraith jewel
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Is there any way I could say stream vrchat through a application like geforce now and use that paired with good internet to play oculus link?

thick solar
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you can play wireless steam VR with Virtual Desktop

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if you have good internet its only 13-20ms

wraith jewel
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Well my issue is I currently do not have a capable computer

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I use GeForce now to stream my games my pc cannot run

thick solar
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ah I see.. no you can't do geforce now

wraith jewel
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Dang

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Would a laptop with an intel UHD graphics card be powerful enough?

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Or should I just build a pc and try to make it cheaper

wraith jewel
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I have a $300 build that runs VR games. It doesn’t run them fantastically, but it runs them well enough

pulsar fox
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I worry about the input delay that would be present using oculus link over GeForce now, if it were possible (it’s not)

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If someone could solve the latency issue I can bet people would like that as a service

wraith jewel
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it wont let me build with the android thing

wraith jewel
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Have you downloaded the Android Unity Build pack?

sweet tundra
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They have, they switched to it.

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It could be an issue on that avatar, or a different avatar in the scene.

wraith jewel
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Hm

lament owl
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@wraith jewel if you have any avatar in the scene that won't upload, it'll gray out the button. If you have no warnings for the current avatar trying deleting/disabling other avatars

civic prawn
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Hello, so I am trying to build a quest world and when I uploaded it and I join the world the right eye is blacked out except you can see mirrors. The problem isnt on the left side and it is only on that world. Is there a way I can fix this?

solemn ermine
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@civic prawn do you have any chairs that are from the sdk?

civic prawn
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like an actual chair that you sit in?

solemn ermine
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Yes

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@civic prawn I advise hiding it or deleting it, for a good number of vrc worlds chairs that do not have changed meshes will screw up the quest version

civic prawn
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I have a a chair from the asset store do I need to delete that?

solemn ermine
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I would advise just hiding it for now

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No need to delete it if you still want chairs on the pc version of your world

civic prawn
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Okay I’ll try that. But it doesn’t happen on the PC version if that means anything

solemn ermine
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It won't happen on the pc version

next current
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I got a weird bug on my world. Made a world and did the usual port to quest, but for some reason people on quest see the world completely fine in one eye, but the other sees nothing but players and a pen asset I added. An earlier build of the map worked fine on quest, but I had to rebuild it due to many things been added, and it was only this time that this bug occurred. Any suggestions on why this might be?
I'll probably rebuild it to see if that does anything, but even if it does I would love to hear why

solemn ermine
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@next current you have chairs from the sdk in your world?

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Would recommend disabling them if you do have any chairs on the quest version that do not have changed meshes just to see if that fixes the issue

next current
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I do have chairs. they were there on the earlier build too

solemn ermine
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Might as well try it, if not check all of your shaders and make sure nothing uses grabpass

next current
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hmmm... shaders have been changed... thanks for the tip!

solemn ermine
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Hope it helps

glad shadow
solemn ermine
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Might have to try that out for the next world I work on

icy elk
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Is there any development within vrchat to fix the capabilities of VRC video syn so that does not break comparability with quest or is it as it stands and there nothing you can do about it? Is there a solution in which both quest and PC users can a videosyn without it breaking?

dusky vault
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Is there any possible way to use videoplayers in quest? Modding? Addons, ect

glad shadow
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You've always been able to use video players on quest

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Youtube-dl is a different thing though

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But if you want to play straight video files go for it

solemn ermine
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You can?

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If that's possible I might add it to my world

dusky vault
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How the hell lol

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Bc like me and girl are comin up on our 1 month and I wanna make it special, ya feel

glad shadow
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Well udon video players have proper support for playing videos hosted on proper servers on quest
https://docs.vrchat.com/docs/video-players

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With sdk2 it's not so straight forward

solemn ermine
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I'm not skilled enough in udon

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How would I do it in sdk 2

glad shadow
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Well udon would be easier since you can just use the prefab

dusky vault
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No idea wtf any of that means

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Ur talking to a dumbass lol

solemn ermine
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How reasonable of a thing is it to do on sdk 2

glad shadow
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You do also need to host the files somewhere

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Since youtube-dl doesn't work it needs to be a direct link to the video

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Quest is also a bit limited on how well it can handle playing the videos ofc

dusky vault
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I don’t even know how to add a custom charger my guy

solemn ermine
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I'd make it like 480p 30fps

glad shadow
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On sdk2 this is what you would use

dusky vault
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Do u think I could get someone to make a world (quest supported) and make it compatible or not?

glad shadow
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I mean you can get someone to do anything as long as you can pay the amount they want you to pay for it 😄

dusky vault
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1 you wanna do sum for free 🤣

glad shadow
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I got enough work needing doing already to take free work

dusky vault
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Wish I had some money rn lol

solemn ermine
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@glad shadow Tried and it does not work

glad shadow
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How exactly did you try it?

solemn ermine
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Dunno if I goofed something up but it works in unity but on quest it won't show

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I followed what the webpage said

glad shadow
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Udon?

solemn ermine
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sdk 2

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Set it up to play a video file

glad shadow
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So you set the url in the video player component?

solemn ermine
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No its playing an mp4

glad shadow
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Oh a local one

solemn ermine
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Yes

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Its a really compressed and 3 second video

glad shadow
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Might be matter how the file itself is then

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I can't really remembee specifics from the top of my head

solemn ermine
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Maybe quest vrc doesn't support mp4?

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Would another format work possibly?

glad shadow
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This is more of a whether unity supports it

solemn ermine
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The video works in unity

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I tested it

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Only doesn't work in quest vrc

glad shadow
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After building it changes a bit differently after you start running it on the quest

solemn ermine
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Anyway you would know to possibly fix it?

glad shadow
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Try webm vp8 or vp8 mkv with ogg audio

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I gotta wake up for work in 6 ish hours so I don't have much time

solemn ermine
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I'll try it

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Thanks for the suggestions

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Welp I tried and no luck still

glad shadow
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@solemn ermine if I was you I would prob check if the video file was getting included in the build properly. But I guess you might need to play it trough a url(?) unless they've messed them up working at some point. I have no quest myself so I've never tested things first hand.

sacred pilot
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Anyone know if there's any plans to actually change the requirements for Quest thanks to the additional power of Quest 2? https://docs.vrchat.com/docs/quest-content-limitations

pulsar fox
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I think asking people to build content for three different specs is asking a bit much considering most people don’t even build for two

sacred pilot
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That's true, but at the same time if the requirements are more manageable it is actually easier to build content (at least avatars). Back in my day, VRChat requirements weren't even as strict as Quest 1 requirements. If we can bring the old VRChat requirements to Quest 2 levels....

pulsar fox
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From what I heard the quest 2 version of VRchat doesn’t really have a lot of headroom for increased graphics since most of it went to the higher resolution and refresh rate.

sacred pilot
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Hmm, makes me wonder if VRChat can actually restrict refresh rate and resolution in Quest 2?

pulsar fox
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I don’t know about you but I would rather the game run at the native resolution

sacred pilot
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I use a VIVE and my native resolution is less than Quest 2, but if I were a Quest user I would like to be able to see more avatars than I currently do....

pulsar fox
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If we increase the specs on the avatars they won’t really look much better and people were still be complaining they want more anyway. End result is just more laggy avatars

sacred pilot
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I find that to be a bit of a slippery slope, I believe people can understand things have to come in steps, but I see where you're coming from

pulsar fox
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Right now what little extra headroom Quest 2 has after resolution and refresh rate, can be put towards hitting a better framerate (which it really needs desperately)

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Even with the existing restrictions, native quest 2 struggles in big groups, even with poor avatars prefblocked

sacred pilot
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That's unfortunate. I expected the Snapdragon XR2 to perform better but as you said, upscaled resolution and trying to push out more frames really absorbs that performance

solemn ermine
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I think the avatar limits should stay the same or maybe just a tiny bump maybe like 11-12mbs at most for just a little bit of leg room but with all the testing I've done quest 2 can hold it's punches.... When the cpu and gpu are set to max level. I usually can handle full lobby's of black cats and things just fine at 30-40 frames (haven't checked since new update though)

midnight gulch
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So true, performance on the Quest 2 is exponentially better than on Quest 01.

solemn ermine
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I really do think though that any updates to quest should go to performance and resolution upgrades, avatar limits probably shouldn't be messed with on quest side unless it's some form of adding audio back but then again while I would like that I don't think it will/should happen

lament owl
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I think 7500 tris is about what Bioshock 2 characters used, I can't find any numbers on Bioshock 1

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HL2 characters are around 5k tris

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Normal maps are dark magic for making lowpoly things look highpoly

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Basically just, once your desktop-version avatar looks how you want it in Blender, click 'autodetect quest' then 'bake', wait a few minutes for it to rerender everything, and you end up with a Quest version with rebaked normals, diffuse, etc in a single texture/mesh

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The most useful part is the normal mapping though... it produces normal maps that specifically make the quest version pretend to be the desktop version

fair tinsel
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"Polygons counts for some of the Half-Life 2 characters:

Soldiers: 4,682
Police: 3,852
Resistance: 4,976
Zombie: 4,290
Helicopter: 6,415
Strider: 6,444
Alyx: 8,323"

lament owl
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Speaking of HL2... my changes let you premultiply the AO into the diffuse texture for Quest, the way you used to have to for Source engine games x3

fair tinsel
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have a bit of hard time Googling a wireframe for alyx Vance which I suppose would mean I might need to go stick my nose in Gmod

solemn ermine
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I'd be really interested in trying out this plugin

fair tinsel
lament owl
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Pretty typical yeah

fair tinsel
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not surprised they're just figure that might be new info for a lot of folks in here

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as everything being anime models so folks might not be aware of how much normal Maps can do

lament owl
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Don't toon shaders still use normal maps? Just in a more discrete 'shaded/not shaded' way

fair tinsel
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probably but most of the MMD models I've seen don't really use normal Maps

solemn ermine
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@lament owl any way to keep up to date with the plugins progress other then checking the github? I'm really interested in it cause it would be a big help

fair tinsel
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vroid pretty much most of the textures are also just diffuse only like pretty much all the user-generated clothing is just a diffuse texture

lament owl
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@solemn ermine you can subscribe to that thread, but the stuff is more or less ready... just not merged into the dev version yet

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If you'd like to give it a try you can download/install it manually from my 'development' fork

solemn ermine
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I'm not very experienced in github stuff but I would be willing to try that

lament owl
solemn ermine
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Thank you

lament owl
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You'll probably have to remove your existing CATS install before installing this one, if you have one

solemn ermine
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Will do

lament owl
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If you give it a shot, let me know if it works/what breaks xD

solemn ermine
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Will do, I'm really interested in testing it out for some yakuza models

lament owl
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Left is 34k tris, right is 5k tris output (@ 1 material, 1 mesh)

misty sail
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Can quest avatars have the finger pen things?

midnight gulch
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@lament owl That’s stellar. The arms and legs are the only places with visible geometry, and even then, it’s so subtle that I had to do a double take.

midnight gulch
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@lament owl That’s not default 🐈 plugin. What are you using to do your décimations?

lament owl
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The decimation uses most of the same code but doesn't seperate by material before decimating like the default CATS one does

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The idea with the Bake panel in general is that it spits out a super-optimized copy of your model, leaving the original alone. So your model can have 100k+ tris, 50 meshes, 45 super complicated materials and it just spits out 32k 1 mesh 1 material at the end

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but your original is untouched

solemn ermine
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I've been messing around with it just seeing what it does and what happens and yeah yakuza models were probably a bad idea with testing cause I forgot how messy they are in blender for a lot of them

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I kinda want to mess with it and see what happens with ff7 remake cloud though

lament owl
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@solemn ermine they should still work, as long as you can plug in the textures and everything right

solemn ermine
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Whenever I try it on the wonky yakuza models it'll just leave white spots all over the avatar randomly I dunno if I did a wrong setting or something so it could be my fault

pulsar fox
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I don’t know if anyone made a quest supported finger pen. It would probably eat up a lot of tris

solemn ermine
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All the stuff does work when I put them through the setting but how the Yakuza models are set up, at least the ones I have they are really weird in blender already

pulsar fox
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You’d need to do it with particles

lament owl
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by default I try to keep the same UV islands, but that doesn't always work if your UV map is weird, so there's an option to reproject and bake to a new UV map automatically

solemn ermine
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I'll try that out then. Cause when I load them into blender they have random transparent textures

lament owl
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oh, yeah, make sure it's setup right in blender first

solemn ermine
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Yeah I usually go through and fix them in blender but I'm guessing what's happening might be the UV map issue cause once I fix them myself the textures work fine to an extent

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At that point it's usually the number of material slots that I usually just get stuck on but I've been learning how to lower them down

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One model I was working on had over 7k 😬

lament owl
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jeeesus

solemn ermine
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@lament owl

lament owl
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On trying to import? Did you get rid of your old cats installation?

solemn ermine
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Yep

lament owl
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hmm

solemn ermine
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Reinstalled the new one too and it gave me the same error

lament owl
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someone else reported that... wonder if I messed up the formatting in the translations file or something

solemn ermine
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It worked fine yesterday

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I uninstalled it in blender and restarted and now it works

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Weird

lament owl
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odd

solemn ermine
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@lament owl Sorry for the ping but once the model is baked where does the texture file for it go? I can't find what its named or where it is at

lament owl
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Wherever your .blend file is located, it gets put into a folder called 'CATS Bake'

solemn ermine
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Thank you

coral ibex
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Is there a way to make all avatars visible while playing on quest?

glad shadow
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Unity can't load assetbundles build for a different platform

pulsar fox
wraith jewel
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Does anyone know how to upload an avatar such that quest users can see it?

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I'm trying "switch build target to android", but get an error "Switching to Anrdoid:AndroidPlayer is disabled"

wraith jewel
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Oh I think you need to install the android module when you install unity

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I changed my build target and now VRchat thinks I have a quest, so I can't join pc worlds anymore. I use a vive

pulsar fox
wraith jewel
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I restarted and its fine now.
Earlier I was playing VRchat and wanted to show my avatar to quest users, so while leaving vrchat running I installed unity and set the build target to android and uploaded the avatar, but when I went back to VRchat I couldn't join worlds anymore because VRchat thought I was on quest. I don't own a quest. However after closing unity and restarting VRchat, I can join PC worlds again

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I did note that even though VRchat wasn't letting me join PC worlds, it was letting me use PC avatars

astral elbow
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Is there any way using the Oculus Quest to see pc avatars?

rose thistle
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No

astral elbow
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Like connecting it through your computer or downloading stuff?

rose thistle
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You can do that yeah

wraith jewel
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Hello, can i somehow delete quest version of the world without deleting whole world?

pulsar fox
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You don’t have to delete it but you will need to upload it under a new blueprint.

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Same applies to avatars as well

rancid ether
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Hi, I'm trying to publish a test world to Quest as a test, but Unity is saying "Your license does not cover Android Publishing" in the Build Settings. What do I do?

rancid ether
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Ah, nevermind. Seems I just needed to login to Unity Hub for that error to go away.

rich dune
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I just uploaded a quest build, it looked fine until I gave it a go in VRC and it only renders one eye. Any ideas?

solemn ermine
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If not you might need to check your shaders and make sure none are using grabpass

rich dune
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@solemn ermine No chairs. I thought I had checked all the shaders but will take another look. Is the mesh issue only related to chairs?

solemn ermine
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Not sure honestly but that's what I and others have noticed is that chairs can cause it

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I know one person made a thing that can find any shaders using grabpass

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Pretty sure it's this

rich dune
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@solemn ermine much appreciated.

solemn ermine
torpid horizon
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hello, i would like to know what is depending on the quest that quest users are only possible to see quest avatars for example, is this limitation by vrchat or by quest itself? and are there ways to bypass this limitation in any way?

solemn ermine
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No you can not bypass the limitation

sweet tundra
pulsar fox
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Yeah there’s no way for a quest to see content built for windows unless Facebook makes a quest that can run Windows

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They are not “model files” they are actual compiled unity files

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For a specific platform

cyan elk
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actually answering the question, it's a unity problem! not a vrchat or even a quest problem

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unity has some weird limitation about platform switching, "cross platform" asset bundles don't really exist

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the quest 1 was extremely underpowered, straight avatars from pc is a bad idea anyway - but thats not the actual reason, but just a side effect

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that definitely doesnt stop people from straight porting huge models from PC over to quest though... :-/

humble ibex
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Does anyone know where I can download a free/paid world that I can edit myself in Unity? A world optimized for the quest. I have tried home kit already.

torpid horizon
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is only standard shader using for quest user? or if more, how do i know which are working?

lament owl
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Standard Lite and toon lit are all that works on Quest, or simpler subsets (diffuse alone, bump mapped diffuse)

torpid horizon
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any double sided will not work or?

lament owl
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prooobably not

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for that just make a copy of the mesh and flip the normals... unfortunately that means half the tricount

torpid horizon
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can someone maybe help me? everytime if i try to switch my project from pc to android it crash and idk what the problem is

torpid horizon
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ok nvm. i guess i could fix it, i use the current version of sdk2 and i dont know if this are known issues but this i had to delete:
Assets/VRCSDK/Dependencies/VRChat/Textures/damageGreyNoAlpha.png
Assets/VRCSDK/Sample Assets/Prototyping/Textures/prototype_white_dff.png
Assets/VRCSDK/Sample Assets/Prototyping/Textures/prototype_blue_dff.png

vast cosmos
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I upload a world but for some reason the trigger scripts on the avatar pedestals aren’t working

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Can anyone help?

vale anvil
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Did you place the pedestal down from the assets or did you insert the trigger yourself?

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inserting the trigger yourself is quite broken

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also quest avatars are recommended to be under 10,000 polys but the quest doesn't start lagging until you reach about 200,000 polys on an avatar

vestal ravine
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got it. ill start uploading my models with only 199,999 polys

vale anvil
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lol

lament owl
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Are rotation constraints not allowed on Quest?

frosty tapir
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On avatars I don't think constraints are allowed at all on Quest.

pulsar fox
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The documentation says the following are blocked on quest: dynamic bone, cloth, cameras, lights, video players, post processing, audio, rigid bodies, colliders, and joints

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Constraints are not listed, so try ‘em.

frosty tapir
cyan elk
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I don’t think constraints are allowed on quest

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I remember someone saying that

lament owl
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@pulsar fox yeah, by all means should be fine, but see above

pulsar fox
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Constraints are pretty cheap

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Maybe I’m wrong

mossy dove
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ç

autumn radish
# pulsar fox Constraints are pretty cheap

There are a few things that they disallow on Quest that on their own would work just fine on Quest. From what I've read, a lot of stuff is blocked not because it's too intensive or breaks VRChat for Quest, but because a number of creators overused the features causing early betas of the Quest version to frequently crash or experience issues. So rather than require extensive testing of every upload, they just made it easier by turning a bunch of it off and limiting others.

pulsar fox
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So just make overuse go to very poor. Quest has it pref blocked anyway

autumn radish
# pulsar fox So just make overuse go to very poor. Quest has it pref blocked anyway

I mean that'd be the smart way on a lot of things; let users toggle manage their own performance options, rather than blocking things that work in moderation.

I just don't think the devs will actually do that though; concern over too many people just setting the min avatar performance to poor then wondering why they keep crashing out.

vestal ravine
autumn radish
# vestal ravine i would very much like it if we didnt have even more very poor avatars than we a...

I mean the alternative is things are just blocked in general.

It'd be nice to get more optimized PC level content on Quest.

Perhaps the option to allow "severe" performance avatars could be added, but only on a user by user basis (IE you wouldn't be able to set the minimum performance to "severe", you could only "show avatar" on users with severe rated models, on a user by user, model by model basis.)

vestal ravine
#

isnt that already what the very poor rank is?

autumn radish
#

I don't recall there being a very poor rank. Just "poor".

vestal ravine
#

there very much is a very poor rank on quest.

#

its the most common one to see xD

#

it does literally exactly what you just typed

autumn radish
#

I don't interact with people much so I've probably not ran into them, lol

vestal ravine
#

the very poor rank in general was an awful idea to bring to quest. it gives too many people the "easy" way out

autumn radish
#

My minimum performance setting only goes to poor AFAIK (i had to set it to Poor in advanced safety for a Paimon avatar), so if Very Poor has to be shown per-user, I don't see the harm. One can always leave them as bots.

Though perhaps a "severe" category should still be added. Maybe with a warning that showing said avatar can have adverse effects on performance or stability.

It'd be better to encourage developers to optimize their avatars, rather than just not port them at all. A lot seem to skip on Quest just due to the performance limits.

vestal ravine
#

what would really be the difference between severe and very poor then? both hurt the platform, lag out people, crash people, and are the easy way out for all the creators who literally couldnt care less.

#

the harm about very poor avatars is because everyone just uploads that. i can go into any quest compatible world. and besides the non compatible avatars. 99-100% of them will be very poor

#

sure there are good creators out there that do care. (like me) but the problem is that its not even close to the majority

autumn radish
#

Perhaps Very Poor should be avatars where a couple being shown don't hurt, but still have worse performance than Poor, and Severe should toggle itself back off in the event of any failure, as well as on next log on (so you'd have to enable it as a user every time to see it, on every person who uses it, per person.)

vestal ravine
#

hmm

autumn radish
vestal ravine
#

the limitations arent as bad as so many people make them up to be imo. its not like they are ever close to being a poor rank. its almost always that the creator was lazy as balls and just changed the build settings and shaders and called it a day. and alot of them also glitch out their shaders since they are too lazy to remove the transparent parts of their avatar and still want it to look good.

#

what makes it worse is that alot of the player base wants this garbage. and ive gotten a shit ton of flack for the stance i took

#

every time i talk with a quest user they always ask why my quest models barely have anything on them. and good friggin luck trying to explain stuff like that to snotty 9 year olds.

autumn radish
#

It's the same with Quest worlds. There's some very simple worlds out there that would most certainly have no issue on Quest, but due to technicalities or size restrictions (apparently quest worlds are limited to 50MB in download size.) they can't be brought to Quest.

Yet Japanese Shrine, a promoted world, is utter jank on Quest.

vestal ravine
#

fun fact. somehow i saw a labs world that managed to upload a world over 50 mb on quest. and yet it doenst actually let you go there on quest at all. just throws up an error.

#

gta v map in vrchat is what it was called iirc

autumn radish
autumn radish
#

Which is weird, because the Quest isn't exactly pressed for space.

vestal ravine
#

it hurts the person using them too though... its not like you are immune to the lag of the avatar your in

autumn radish
#

Yeah. I hear ya.

#

That's why i suggested they make it harder to see very poor and this suggested "severe" avatars. If a user has to go into each user profile and show the avatar, person by person, including themselves, just to see them, every time they log on, at some point they're going to get tired of it.

#

Developers who use the tools responsibly and creatively will have no issues, meanwhile lazy devs will get hit with frustration for their avatars just not working.

#

Maybe even throwing in a message every time you log on warning the user that "Low quality avatars have be disabled due to performance concerns. These avatars can be shown from the user profile."

#

I agree if VRC added more avatar features, but did nothing to curb both user and developer behavior, it's going to get worse.

#

But i think there's a way to meet in the middle with all of it.

vestal ravine
#

my ideal future would be just removing very poor avatars from quest. Entirely. its too late for pc to make that kind of change, but it doesnt hurt as much there due to varying hardware. but quest will always run the same for everyone really. i feel that they need to rip this bandaid off sooner rather than later or the problem will just continue to get worse. after the snappening there will be a rush to find the actually good models that got left behind. and creators will be forced to fix their act.

#

the community will complain. but i see it as a necessary evil to continue the growth of this platform

#

alot of the people complaining about crashes and lag are because of all the avatars they have unblocked. so after that the complaints will slow down.

autumn radish
#

I need to get ready for a stream but i really enjoy the discussion on this; don't want you to think I'm just dipping out.

vestal ravine
#

its ok man. i need to get back to finishing this christmas present avatar... as soon as i can fix this damn weighpainting...

pulsar fox
#

On quest they can never be shown by default have to opt into the lag by showing the avatar

lament owl
#

I think most of the things that get caught by very poor on Desktop should also just be... not allowed :v my framerate jumps by a third or more when I set my minimum displayed to 'Poor' on desktop sometimes

cyan elk
#

this isn't a potato pc either, it's rocking a 5700 xt

#

its just that some people's avatars are that ridiculous :-p

lament owl
#

I'm on 5700xt, but on linux

#

maybe I should get around to that dual-boot

cyan elk
#

you really should

#

are you rocking wine, proton or qemu?

#

or just not gaming at all on linux haha

lament owl
#

Proton!

cyan elk
#

oh does vrchat work fine in there? i guess it should

lament owl
#

I did qemu before and that was pretty neato, but proton's been pretty good to me lately

#

Uh, mostly. There's some deadlock issue where avatars/worlds/social tab stop loading sometimes, and it's a huge pain

#

And streams don't work

cyan elk
#

oh thats just a general vrchat issue :v

lament owl
#

but other than that... yeah surprisingly well

cyan elk
#

streams? like the video player?

lament owl
#

Yeaah

cyan elk
#

never worked for me on windows sooo

#

but thats good to hear, i hope eventually other platforms other than windows will get better vr support

lament owl
lament owl
cyan elk
#

oh you were the one who contributed that??

lament owl
#

I expect there'll be a huge influx of quest users in checks 4 days

cyan elk
#

thats awesome, ive been reading over that page

lament owl
#

:D

cyan elk
#

thats a very good idea, the quests are already selling out

#

im guessing it's going to be another huge wave

lament owl
#

tell your friends, twist their arms till they optimize

cyan elk
#

i wish it was that easy

lament owl
#

it is now! press the magic optimize button x3

#

(but yeah I know what you mean)

#

It -is- really neat hopping into a public world with a lot of quest users, having a custom originally-desktop avatar, with how people are just astounded you exist

cyan elk
#

i know, it's a much better alternative than no quest port at all

#

hopefully it'll give a nice push for other creators to simply at least try this automatic option

lament owl
#

yeah, at the very least. Topology can be chunky but it's something, and it's fairly decent even compared to some first attempts at porting

#

And with the shape key preservation also introduced, you don't have to manually re-do your visemes or anything

cyan elk
#

okay i think thats finally convinced me to give this a shot, ive been eyeing this addon for a while 😄

lament owl
#

:D

cyan elk
#

im getting a really strange error when trying to use the bake function though, it's emitting a
AttributeError: 'NoneType' object has no attribute 'copy'

autumn radish
# cyan elk its just that some people's avatars are that ridiculous :-p

I find it funny as this is the reason why uploads were limited behind a mysterious user ranking system to begin with (Idea is you actually have to experience VRC to create content for it.), as a lot of avatars were made purposefully poor to lag out the game.

It never really went away... making the upload limit feel pretty useless.

That's a cool plugin. The easier it is to streamline avatar and world creation, the better.

cyan elk
#

i could post the full stack but it seems to fail when copying the armature, i don't know if it's because of how i set up in my blend

cyan elk
autumn radish
#

I'm just a little bummed because I know people with VRChat but I never seem to be on at the same time, and they use PC. I don't feel comfortable interacting with randos, so I'm just kinda locked out of uploading.

#

That, and my old canny account since they tied feedback to user rank too.

cyan elk
#

hrmm yeah i get you, thats a sticky situation

#

i tried removing and purging my blend file a little bit, so now im getting another error, something about calling the modifier in the wrong context

lament owl
#

hmmmm, pm me with screenshots?

idle nimbus
#

Never sure where to put thing in this server but has anyone encountered head rotation being reversed when creating a world? It only affects this particular world and also the menu closes immediately after it opens. I've already tried removing and adding VRCWorld and VRCCam back in and that didn't fix it.

placid egret
#

So will there be updated allowances for quest 2? I feel like an audio source or 2 and particle effects should be allowed on the quest 2.

sweet tundra
placid egret
#

Why is quest so limited? I get the hardware is limited, but I feel like it would have no problem with a sound source or 2 and a particle effect

sweet tundra
#

Hardware, and people upload 500k tri avatars with 30 materials anyway.

#

and the og quest can only handle 8 audio sources (people speaking) at once.

#

the Quest 2 is double that.

#

that means 16 people in a room, if everyone adds an audio source, then that's 8 people again.

wide otter
sweet tundra
#

No.

#

It can handle 16 before glitches and low framerates.

#

but, there’s 1 source per person

#

because they need to speak.

#

If the devs allow audio sourceson avatars, then that’s probably 2 sources per person, or 8 people again.

#

and the quest 1 would have 4 people.

#

@wide otter

wide otter
#

Ah OK

delicate kraken
#

Does anyone have a link to the asset where it allows a quick swap between pc and android plaforms within the same project?

quick glade
#

why there isnt any turkish chat in international

quick glade
#

<@&397642795457970181> can someone anwer my questions ?

visual orchid
#

Neither is that a question for this channel nor should you ping the emergency chat mod role for it

#

You can check if it's already been requested at https://feedback.vrchat.com and upvote it if it has, otherwise you can create a request there.

quick glade
#

I think you are racist

visual orchid
#

Excuse me? 😄

quick glade
#

when i look international chanells i couldnt saw any chat for turks

#

and i asked politely but you treated me badly

visual orchid
#

I literally just told you what you gotta do if you want one.

#

If enough people vote for it it might happen.

#

Language channels only get added if enough players speaking said language request it, else there literally would be hundreds of them.

#

And a missing channel has absolutely zero to do with racism.

quick glade
#

you can be more polite just an advice

brave mesa
#

@visual orchid vrcCatThink I feel bad for you mate

brave mesa
shell monolith
#

How would one go about making a quest 2 avatar/my own, is it possible? I have a poopy pc

rose thistle
fair tinsel
#

especially if you're trying to make potato avatars not several million High poly sculpts for normal map baking

gilded cove
#

Anyone know where to find a furry 3d model that would work in Unity?

fair tinsel
gilded cove
#

thanks

fair tinsel
gilded cove
#

ok thanks

#

was gonna use unity tho.

fair tinsel
#

then you would probably want to just look for a quest compatible avatars if you don't want blender work

#

【商品説明】 オリジナル3Dモデル『ワフト(WAFT)』 VRChatにおける使用を想定して作成したアバターです。 Oculus Quest版VRChat向けに使用を想定して作成していますが、PC版でも使用できるように耳と尻尾にDynamic bone用にボーンを設定済です。 身長約110cm △約3950 リップシンク有り アイトラッキング有り フルボディトラッキング使用可能(PCVRのみ) ※VRChat導入時にUnity上で設定をする必要があります。 ≪お知らせ≫ 2019/11/18 v1.02 修正しました。

#

a quest compatible canine if that's what you're looking for

gilded cove
#

thanks

gilded cove
#

Anyone know of any free like base canine models?

gilded cove
pure niche
#

can i use "sprite" shaders for models? i wanna have a feather piece but the way it inported makes it basically a flat plane unless i use a sprite shader, but its included with the VRChat thing so im guessing its okay, but im checking anyway!

fair tinsel
#

nope as you cannot use transparencies

vale sierra
#

unless its for a world you can only use the shaders listed in https://docs.vrchat.com/docs/quest-content-limitations

fair tinsel
#

cell you'll have to go cut out the transparent objects in blender using the knife tool so you don't need to use transparency

pure niche
#

damn

wraith jewel
#

I created a cross compatible test world and I have two vrchat accounts - one account is a desktop user and one account is quest user. I cannot invite my desktop user to my friends only instance of my private test world and I cannot join on the quest user, despite the user privacy settings being "green"for both. Any ideas?

#

the invite button is unavailable. the join button is unavailable

#

the world has been uploaded for both pc and quest

#

i can visit the world on both quest and pc and it works for both

vale sierra
#

I think its just the current server load which makes social status updates a bit slower, and it affects the checks to see if you are allowed to invite/join a person based on instance type

#

could try inviting yourself via the website

wraith jewel
#

ahhh nice, I'll try that, ty

#

that worked @vale sierra ! thank you 😊

shell monolith
#

Rank needed for world uploading?

vale sierra
#

New User to upload, User to publish to labs

wraith jewel
#

Hey why does the quest version of my world only render in the left eye?

wraith jewel
#

yeah, that usually happens-
some people said it'll go away as you update your world often or publish it to Windows first then wait a week for Quest I don't think this is valid, but it's what my friend said

vale sierra
wraith jewel
#

hi

blazing cedar
#

Hi, does anyone have a favorite site or video series they like for getting started with VR Chat world development?

next grove
#

Where do I go for help

brave mesa
wraith jewel
#

Is it possible to put audio sources on a quest avatar?

vale sierra
#

audio sources are not allowed on quest avatars

wraith jewel
#

damn

autumn radish
# vale sierra audio sources are not allowed on quest avatars

That's odd. They have the option in Safety settings. The only thing that's not an option is shaders, I want to say? They tell you the latter is not available on quest, so IDK why the former would be an option to show on avatars if no Quest avatars can have them. :u

vale sierra
autumn radish
#

I'm aware what the documentation says.

#

My statement was that it's odd to have the option to disable or enable custom audio on avatars in Safety settings on Quest when that's not a feature of Quest to begin with, seeing as they removed another unavailable feature from Safety (it's greyed out permanently).

vale sierra
#

probably just an oversight

#

having multiple audio sources active, especially on mobile hardware can be very taxing

#

one of the reasons why voices starts to have heavy stuttering in a heavily populated instance on quest is because of all the concurrent audio sources for each person for voice

autumn radish
#

Why are they all separate audio sources? Shouldn't unity have spacial audio that allows it to process the audio as a single source?

Like, Discord exists and it doesn't seem to have issues with groups.

vale sierra
#

I imagine 3d audio spatialization is tied to each audio source, but dont quote me on that

#

discord also doesnt have to run a full vr environment at the same time lol

autumn radish
#

True.

#

I mean there are going to be multiple audio sources in general, for each person in a world, but I'm curious if they're letting Unity handle spacial audio, or if they're manually processing the audio of each user and adjusting volume as necessary.

wraith jewel
vale sierra
#

its using 3d spatialization, its more than just volume just based on proximity lol, you can also apply audio reverb zones etc

#

its probably just using unity's built ins for it, no sense making your own when there is a perfectly working system for it

wraith jewel
#

is there a shader that glows in the dark for quest?

lament owl
#

Anything in the 'emit' map on Standard Lite is glowy

sweet cradle
#

speaking of shaders, which shader are you supposed to use for particles on the quest

#

I tried using VrChat/Mobile/Particles/Additive since it seemed to look fine in unity, but once i tried it out in vrchat, the background wasnt transparent

sweet tundra
sweet cradle
#

wack, also whats a mesh particle, just an animated thing?

#

also what? ive seen particle effects that look like textures on quest avatars

#

stop

sweet tundra
sweet cradle
#

well i figured, also i looked it up, but thanks for the heads up

sweet tundra
#

and meshes can have UVs, so you can texture it

sweet cradle
#

is there a way to just take the animated texture from the particle emitter, put it on a plane, and make it face the camera?

sweet tundra
#

uhhhh....

#

no clue.

#

I'm not that good at Unity's Particle System

sweet cradle
#

time to try it out

sweet tundra
#

I think you mean billboard.

#

If so, then you should be able to.

sweet cradle
#

that sounds correct, so cool

meager pewter
#

whats needs to happen is allow pc user to use Quest models....not upload PcVR/Q2 and cant use Q2 Avatars while in PC.......
you cant even properly test it in VRChat if PCVR cant actually see what the Q2 model looks like live use...unless you have Q2 or someone being your property for a bit......unless someone knows of method that dont involve buying Q2?

devout timber
#

When I click build option for android it doesn’t do anything

rose thistle
sweet tundra
#

tldr: The Quest and PC speak different languages.

#

And you can use Quest models on PC, you just have to upload the quest version to pc.

lament owl
#

It would be super, super good if VRChat distributed a Desktop-styled (think, keyboard/mouse compatible) version of the Android (quest) build that you could run in an emulator

#

That would be help testing cause you could see exactly how everything would fit together

torpid plover
#

Tbh it would be nice if there was a setting to enable the robots or not instead of constantly having to click on people and show their avatar

vale anvil
crystal mica
#

Is it cool to ask Udon Sharp questions here?

sweet tundra
crystal mica
#

LOL my bad

silver skiff
#

when i hit build and publish, nothing happens after the "future proofing content" bar completes. i don't see the "update avatar" interface in the game window

#

i started a new project, imported relevant packages, then copied my assets over and removed anything incompatible with quest.

silver skiff
#

figured it out. there's a 10mb limit that doesn't seem to be documented anywhere aside from the sdk itself

EDIT: turns out it was actually broken dynamic bone scripts that vrcsdk didn't see fit to warn me about

wraith jewel
#

Will the quest ever be able to have the minimum pref thingy of very poor like pc? As a quest user I find it pretty annoying to have to enable everyone's avatars in everything I load into. I read the document thing and it was it was for how it performed but seeing I have to enable everyone's avatar when I load into a lobby and it having no affect to me seems like it shouldn't be a problem. I apologize if I'm not allowed to put this here but I am unable to access the feedback section of the website as I cannot login.

sweet tundra
#

People complain about performance a ridiculous amount already.

wraith jewel
#

Well if you have any, count me as someone who's complaining about avatar's not appearing before of perf settings on quest.

wraith jewel
#

help?

devout timber
#

Guys

#

Is anyone active right now

proven arch
#

I've got an issue where using bumped diffuse shaders on my avatar causes its skin to turn green. Resetting the materials to default does nothing and parts that should be textureless are bright cyan. Does anyone know what the problem could be?

#

This is true for all quest shaders except light mapped.

glad shadow
#

You models most likely have green vertex colors on them you could clear them in blender for example

#

Only the lightmapped shader would not display the vertex colors

#

I can't think of any good tutorials to link you and I don't do that much blender but hopefully that would tell you enough to fix the issue

proven arch
#

I'll try that when I get off work.

proven arch
#

It worked! Thank you so much!

molten sonnet
#

Is there a difference in UI events between Quest 1 and Quest 2? Recently there were some problems when interacting with the UI buttons, and now it works fine on Qust 2, but on Quest 1 I can't test it yet.

sweet onyx
#

Quest had issues with UIEvents related to InputField, because the Android OS on quest prevents focusing input fields or something. Probably not your issue

molten sonnet
teal trench
#

Hey Guys Should I make a vr social game that has hand tracking support for the quest?

pulsar sage
#

quest does not stand for question

wraith jewel
#

@teal trench i would love to see that in the future

brave mesa
#

As far as I've seen, it doesn't look like they're planning on implementing it but you have to think "how am I gunna use emotes or move around if I have no buttons"

quiet spade
#

I'm having an issue with the VRC AVPro Video player on Quest1/2. The video is playing just fine, but (I've tried multiple files) the audio is nonexistent. I've tried both the UdonSyncPlayer (AVPro) version with and without the Udon behavior stripped. I've also tried creating my own simple player on one Quad. Nothing works

#

Here is my simple player. Again, video is working fantastic, but there is no audio at all. World volume is maxed out, I can hear other audio (in game menus, etc).

true marten
#

how do I make working swords in VRchat that kill people if they touch the players avatar and do damage

wraith jewel
#

how can i turn theese beat saber models into actual working katanas on my avatar

frank garden
#

Whenever i try and view someone's social page on vrchat to show there avatar it won't show up, anyone know why?

thorny flume
#

Same issues here @frank garden i am attempting to contact staff about the issue in general

ember oasis
#

Im having a issue where the sdk will crash and i cant upload my avatar

#

any suggestions? with help

#

please @ember oasis

uneven spear
#

@ember oasis are you using the right unity version?

ember oasis
#

ill go deeper into the problem when i try switch mt avatar to andoid for quest the sdk keeps crashing everybody is saying use sdk2 or sdk3 but both of them crash my unity

#

my*

#

and yes ive already seen the video of the bunny man showing how to switch to android like 13 times

#

so please if you have any tutorials from the begining when you insert the avatar to the end you make it android compatible please share it to me

naive cairn
#

Is there a way to detect if someone is on a Quest 1 vs Quest 2 using Udon?
Quest 1 performance lacks behind Quest 2 and would like to disable certain features in a world for Quest 1 users while keeping them active for Quest 2 users.

wraith jewel
#

are there any good lightning trails that can work with the katana im using that work for quest

#

i wanna add trails but dunno how

wraith jewel
#

thanks ^w^

vale anvil
#

np

quiet spade
wraith jewel
#

Ok how the hell can i get a black outline/cel shaded avatar on quest i cant use custom shaders or get the dumb error for not using one in the mobile section

quiet spade
#
tawny sparrow
#

Can I run "Build and Test" directly on the Quest like I can with Steam VR? Maybee this is a very dumb question, because its disabled in Unity when Android is build target so apparently not. But maybee I've set up something wrong.

quiet spade
#

No you need to upload it to the site then login with your headset

#

If you're doing native (non VRC) development you can do it but VRchat requires you to upload and login

#

I recommend installing CyanEmu so you can test things locally and limit the amount of times you need to upload

tawny sparrow
#

Thank you. I'm ok testing it with Steam VR until I'm ready (and actually able) to upload it. Wouldn't make a Quest only world anyway.
But needed to know so I can decide how to proceed.

quiet spade
tawny sparrow
#

Yeah, CyanEmu is the bees knees

#

😃

quiet spade
#

Yeah makes sense to develop for PC first then when it's done port it to Quest

tawny sparrow
#

Just had a thought that it might be easier to test some things for performance if it would have been possibel

quiet spade
#

I haven't messed with it yet but I hear it's fantastic

tawny sparrow
#

Very cool. Thnaks

quiet spade
#

Yeah best bet is to remember the Quest is a mobile processor and plan accordingly

#

Different shaders, less sync'd objects, lower texture size, and lower mesh counts, and baked lighting are the important things to focus on for Quest optimization

tawny sparrow
#

Yeah, I probably try to think ahead to much for now. Probably there are more important things to figure out first. 😃

quiet spade
#

Well just be mindful as you're building out your worlds, getting a world PC optimized is important too. You really want your world running 90fps on PC / in headset before you start porting over to Quest.

#

So those same thoughts and techniques are good for PC as well... baked lighting, occlusion culling, mesh counts, sync'd objects all factor in as well on the PC side

covert venture
#

Hi folks, What's the best way of displaying text on a wall (3dgameobject-cube)?
I tried using textmeshpro but when it came to building for Android (I want it quest 2 compatible) it said the shaders weren't supported.

glad shadow
#

Should be really no problems using textmeshpro on quest

#

The whitelist for the shaders only contains the shaders in the sdk but if you know what you are doing you can use other shaders as well

honest coyote
#

So I’m trying to upload an avatar to quest and i am way over the limit of mb I have like 26mb when I’m supposed to have 10

#

Any way I can lower that?

covert venture
#

Hello 1, thanks for the reply Yes, it's on the whitelist, but for some reason Unity shows a warning before building for android that says all the shaders are unsupported. The only ones I found that are supported don't display the text clearly???

glad shadow
#

Unity shows a warning?

covert venture
#

@1 i just switched the build target to windows, then back to android, and now no warning about unsupported shaders???? Oh well, it fixed itself, thanks for your input anyhow

covert venture
#

@1 okay so problem is back, now if I create 3d textmeshpro object is show the warning - ! World uses unsupported shader "TextMeshPro - Distance Field". This could cause low performance or future compatibility issues. -

But if I create a UI gameobject with textmeshpro using the same shader, then it is supported.???

glad shadow
#

Thanks bot

glad shadow
covert venture
#

@1 so now I can display text as long as I have a UI canvas as well as the text?? It makes editing it all a bit more fiddly, but problem solved.
This means the UI/Default shader is being used.
Thanks for your help though

jade egret
glad shadow
#

On avatars it will yeah since it's not a avatar shader

ember oasis
#

what do you do when sdk 3 just crashes when you try switching it to android

stable verge
#

what time i need to spend in vrchat to upload if i'm a new user?

sweet cradle
#

depends, took me like 7 ingame hours, takes others about 24

#

just depends on what you do

covert venture
#

play lots of games and add lots of friends, also you could pay for vrchat plus, that levels you up too

sweet cradle
#

i reccommend finding people you enjoy talking to and just hang out with them, maybe add them and their friends, vrchat can detect quality over quantity

#

also you're actually having fun while farming trust

versed crater
#

I wish for audio source is back on vrchat for the quest so I can hear my sound effect and my friends can hear it to

jade egret
vale sierra
#

in a relatively populated instance of 8-12 people the quest 1 already starts struggling just because of the audio sources for each person's voice chat

sweet cradle
#

then why can you add audio sources to worlds for quest

#

i guess... depending on the amount of avatars with sounds...

vale sierra
#

the same reason you can use any shader for quest worlds

sweet cradle
#

alright, then

vale sierra
#

it also doesn't help that with incorrect import settings, all it takes is one person with a couple of big audio clips to crash every quest user

versed crater
#

Can someone help me with this audio source for the Oculus quest

#

I have a lightsaber sound effect

sweet cradle
#

im gonna assume this is sarcasm

versed crater
#

Ok

wraith jewel
#

does anyone know why she becomes really big in game ?

boreal needle
#

i think avatar settings on pc and oculus aren't consistent they must be the same

#

i think you need set up this avatar for oculus users like for pc

wraith jewel
#

I have

#

they are both set as the same scale

#

my other quest avatars are fine its just this one became large for some reasons

sweet cradle
#

drag one of your other avatars into unity and scale this one down until it looks the right size

wraith jewel
#

but her scale is 1 1 1

#

that is the same as the pc one ?

frosty tapir
# wraith jewel but her scale is 1 1 1

The scale of the model locally could still be really messed up. I.E. it's normal 1, 1, 1 scale could actually be like 10 meters big on each of those dimensions.

As someone stated already either compare it's size in Unity to other models which do not have this issue or just put a Unity cube in the scene and compare the avatar's size to that.

wise sentinel
#

Hi! I'm having trouble adding the android modules to the version of unity vrchat uses. I have uninstalled, reinstalled hub too! In the hub there is no option to add the modules that are supposed to be able to access by clicking the 3 dots. its not there even when I install through the hub. Can anyone help?

vapid comet
#

Does anyone know how U# reads controller triggered events for htc vive cosmos?

I know this is the oclus moderator, but I can't find the vive section.

still mist
#

when will u decide to give colliders to quest avatars?

sweet tundra
still mist
#

u dont need rigidbodies to fly. i do it on pc with just boxes all the time

sweet tundra
#

How? exaclty.

still mist
#

i just want a way to fly and this is all i can think of

#

i literally just put a box on my feet and it works. idk ask unity

sweet tundra
#

Actually, the player movement probably uses a rigidbody, which is why it would work.

still mist
#

then there already is a rigidbody on quest

sweet tundra
#

Yes, but for player movement only

#

And likely only locally

still mist
#

we collide with the world and can be turned into ragdolls. dont say we dont have that stuff already cuz ive seen it b4

#

and its global

sweet tundra
still mist
#

we have physics on quest is my point so let us have colliders so we can do stuff with em. like fly

sweet tundra
still mist
#

i dont want a friggin world. i dont care about performance. everything is a shitshow as it is. i just want a way to fly without relying on a world. i wanna be ur equal

#

in terms of physics

#

is that so much to ask for is 1 freakin collider in the whitelist?

#

box

#

thats all i need

sweet tundra
#

by physics, I mean joints, and other things like that

still mist
#

well thyen why not get rid of it on pc too?

sweet tundra
#

Because on PC, you can use joints

still mist
#

oh wait. they wont cuz it would upset them

#

on quest worlds can use joints and not avatars. why? because of the friggin whitelist

still mist
#

BECAUSE NOONE CARES! people already have crashers and laggers so why do they care anyways

#

newsflash. if they care so much about performance why not stop pissin every1 off and make performance into a toggle system

#

u can turn off features. extreamly specific ones

#

or hell. make a physics toggle in safety

sweet tundra
#

crashers and laggers
they have stricter performance limits on quest to stop this from happening. optimised avatars, as in those that are better than vrcPerfVeryPoor don't do this.

still mist
#

or make it a toggle in the menue with show avatar and friend

#

ever think maybe its not the quest thats the problem. maybe its the fact that vrchat isnt really a game

#

its a beat up, nerfed, game engine

#

let us use the engine to its potential. if we crash we crash. if we dont we dont

#

dont limit ur creators so much

#

also @sweet tundra all my avatars are vrcPerfVeryPoor and they've never lagged or crashed any1

#

u can even ask my friends

sweet tundra
#

Know what, I’m going to ask you this:
“Do you really need it?”

#

And in an empty world, with one of you avatars on, what is your fps.

#

If it’s below 72fps, then it lags people

#

And by empty, I mean just a plane

still mist
#

the quest 2 doesnt reach 72 fps

#

ive tried that even as just a friggin standard cube

#

do i really need it? no. does pc really need it? HELL NO THEY DONT

sweet tundra
still mist
#

but its nice to have tools dont u think so?

#

internet connection also is a factor in fps. depending on ur connection the frames streamed to u can dip or rise

sweet tundra
still mist
#

u fool. the world data is streamed to us constantly. the connection is half the friggin battle. tell me how many frames u get on ur connection vs a friggin mcdonalds

#

then we'll talk

sweet tundra
#

i play VRChat at the other end of my house where I can’t even watch YouTube at 240p, it still runs at 72fps

still mist
#

let me test this 1 sec

#

im standard unity cube: 72-74 fps

#

in my avatar: 69 - 75 fps

#

thats much better thyan most of the other trash ive seen lying around that world

sweet tundra
#

yeah, that’s a lot better than I thought you meant.

still mist
#

and ive got so many things people arent allowed to use on quest on there. mobile/particles/additive even. and multiply. why are those banned? theyre literally made for mobile

sweet tundra
#

you can use particles on quest

#

There’s just no transparency

still mist
#

vrchats multiply screws everything up. its like inverted colors of the built in variant

#

i make transparent particles all the time

#

tf u talkin bout

sweet tundra
#

Well, they fixed it then

still mist
#

i dont use vrchat provided shaders

#

thats why it works

sweet tundra
#

well that makes sense then

still mist
#

seriously. why did they take away transparency of all things? as if rendering a black solid particle is any better for performance

#

they still didnt have a cap in that update

#

so what was the point?

sweet tundra
#

becuase it has to render that area multiple times

still mist
#

doesnt do a damned thing to me

sweet tundra
#

That’s because it’s one layer

still mist
#

1 layer? its particle systems on every part of the body with a max particle count on all of them at 250!

#

they overlap u know

#

they MOVE too

#

slight noise

sweet tundra
#

Now imagine 50 particles on top of each other, where it has to render the particle, then the next, on and on and on until it reaches the background, and it’s had to draw the same pixel 51 times

still mist
#

they do practically nothing

sweet tundra
#

Then the next pixel gets drawn

#

and that repeats

#

That’s a more extreme case though

still mist
#

thats why u dont make that many particles in 1 place

#

u have em move around

#

so they DONT overlap

sweet tundra
#

Moving them around can cause them to overlap more in some cases

still mist
#

and give em a shorter lifetime

#

or u could make 1 particle with a really long lifetime that has a very low max particle cap

sweet tundra
#

But pretty much, game runs like trash, they were pushing the oculus store guidlines already, so they have to do all they can to mke sure it doesn’t crash every two seconds

#

Allowing any more avatar features would make the game run worse, resulting in more lag, possibly resulting in no quest version at all

still mist
#

then why are they using unity if they want all of it to run well? u know how unity is

sweet tundra
#

Yes I do, it runs great.

still mist
#

not on vr platforms

#

not the way creators have pushed it

sweet tundra
#

Nothing runs well in VR.

#

It has to render something twice, which makes anything run worse.

still mist
#

isnt there a way to render things in like say, panorama type of things

#

so it draws it once

sweet tundra
#

No, because then perspective is off

still mist
#

hmm

sweet tundra
#

And then you only have one eye

still mist
#

we'll discuss that another time

#

that was the plan for how the quest2 would originally do stuff wasnt it? 1 screen?

sweet tundra
#

whoops, I meant one eye

still mist
#

o

sweet tundra
#

And the quest one has 2 screens, so one screen anyway

still mist
#

the quest2 said it had only 1. the lenses were like looking into it with magnifiers i thought

sweet tundra
#

Yes, but it acts as 2 screens but having the eyes look at different areas

still mist
#

does it still draw twice or at least display the same thingf on both sides just slightly tilted?

sweet tundra
#

It draws it twice, becuase there are 2 cameras, one for each eye

#

Slightly offset from each other

#

So that perspective is correct

still mist
#

why cant the xr2 be as powerful as a pc? is it because mobile processors arent in as high demand to be all that powerful?

#

most people just use phones for buisness after all. not every1 can be a gamer

sweet tundra
#

It’s because it’s a mobile processor, and is intended to not use as much power as a pc cpu so it can run on battery, and it has to be small and lightweight too

still mist
#

1 day japan will probably make mobile push as hard as a pc can, seeing how popular mobile gaming is

sweet tundra
#

It’s not because they are ‘t in high demand, mobile processors are in very high demand

still mist
#

in japan at least

sweet tundra
#

you know phones exist right

still mist
#

yes ik

sweet tundra
#

And phone use mobile processors

#

they also have to keep the cost down

still mist
#

im saying that the demand for faster, smarter phone cpu's and gpu's arent as high

sweet tundra
#

They are though.

still mist
#

not in terms of gaming

#

or at least

sweet tundra
#

That’s the reason the XR2 exists, for better performance.

still mist
#

not enough to accellerate them to the point of higher-end processors

#

like intel's latest ace in the hole

#

or nvidia standards

sweet tundra
#

Nvidia gpus are bigger than phones.

#

i think that’s the problem

still mist
#

im saying not enough people want a phone that pushes that hard so noone tries to make that a thing

sweet tundra
#

Anyway, i gtg have breakfast.

still mist
#

its all slower

#

because people dont see phones as pc's

#

they arent

#

but 1 day

sweet tundra
#

but seriously, mobile processors are always going to be behind PC, the quest version of vrchat will be the same

still mist
#

u sound like the guy who said apollo is as good as we were gonna get in terms of computing

glad shadow
#

They aren't though? They are just saying that there's a limit to how much we can fit to a small device with less power.

#

It's always gonna be behind computers while we figure out ways to put more into less

still mist
#

adding colliders alkone to avatars arent going to do much to performance. think about it. people add colliders to people's hands on quest to open doors in the world. they do it for hitboxes on udon. colliders are everywhere already. how much do u really think a collider will impact performance

glad shadow
#

I'm not really talking about the first part of the conversation just the latter part

still mist
#

particle colliders i can understand not bringing back but can we at least have normal ones back? i wanna be able to fly again

#

but of corse they never listen to any1 except streamers or that 1 guy who made the moon man avatar they hired

glad shadow
#

Huh?

still mist
#

the amount of ignorance in this chat has reached intollerable levels. i bid u farewell before i start to get as pissed off as the russians did at rasputin

glad shadow
#

I just want to know who the moon man avatar guy is lmao

vale sierra
#

ironic

wraith jewel
#

Jesus theirs a bunch of babys in this chat arguing about the most stupid thing ever 😂

livid falcon
#

can quest get sounds back

sweet tundra
trim kite
#

Vr chat

vale anvil
#

Just get a pc and connect the awful Facebook-brand of a headset to your pc with the link cable smh

#

Decent VR computer: at least $800
Link cable: $20-$50
Monitor: $150

#

I’ll stop being a dick now see y’all later

sacred marsh
#

I just uploaded a quest version of a world I'm building. The user I had test it said everything was working, but they were only getting video in one eye...is this something easy to correct? I don't have one of these headsets so I have no way of testing this myself.

south lily
#

@sacred marsh so usually reflection probes or excess cams can cause the switch to android to cause issues. but if you switch back and forth, that can usually fix it

sacred marsh
#

ok so not a world issue?

south lily
#

@sacred marsh cams and probe logic glitches, if it happens again, you may need to manually switch it to android

vale sierra
#

the problem is an issue with the sdk, and nothing else

#

switch via build settings in unity, not the sdk

#

if you didnt switch via the sdk, then the issue is most likely an unsupported shader

molten wasp
#

Alright, so.. question! I'm considering getting into quest avatar building
(I have 0 experience with modeling)

Does anyone have any tips or tricks on how to do so? Or where I even find the menu to even start creating?

sweet tundra
terse pawn
#

quick question how do i turn my avitar to a quest 2 avitar

south lily
#

you download android support and switch it to android then upload

#

also. whats with people saying “avitar”

vale anvil
#

quest 1 and quest two don't have two vrchat versions separate, just call it quest in general

#

they upload both with android support for the avatars

honest coyote
#

Need to delete the standard shader to upload a model to quest anybody know how to cuz I don’t seem to be able to

kind steppe
honest coyote
#

@kind steppe I got that now I’m just kinda struggling to remove remove/disable dynamic bones

kind steppe
#

What is the problem? When you remove them, do they return when you try to upload?

honest coyote
#

when I clicked armature in the hierachy the dynamic bones come up in the inspector

#

but changing all the colliders to none didn't fix it

kind steppe
#

Quest does not support dynamic bones, so you need to remove them. Are you able to right click and remove components?

honest coyote
#

Lemme try

#

I figured it out

wraith jewel
versed crater
#

can audio work in the quest

woeful elk
#

On VRChat Quest audio works in worlds but not officially on avatars.

quasi sphinx
#

@stuck pelican Custom shaders and cameras do work in Quest worlds, we're just advised to be careful with how we use them. I don't know a lot but your world is so simple that I doubt the way you're using them would be an issue
https://docs.vrchat.com/docs/quest-content-limitations

#

As for your 1 million poly mesh? I don't know if that would be an issue or not. Again, don't know a lot, but if may very well be that Quest "struggling with polys" is more complicated than the number of polys, it's probably about what you're doing with them.

#

And what you're doing seems pretty inexpensive.

#

The best way to know what's an issue and what's not is to test 🙂 and like I said, totally willing

stuck pelican
#

3 cameras in total, 2 capturing depth and 1 in a feedback loop to store state. So 2 depth textures, 1 rgba. One shader reads the depth textures and does a series of texture taps to determine displacement. The shader on the actual cylinder just moves vertices.

#

Performance will be down to how much overhead quest has for cameras, high poly count and texture taps.

#

It's made in this way because I have an avatar version too that is a 1:1 copy, actually it started as an avatar. The world spawned from someone asking me to do so, so they could play with it alone.

quasi sphinx
#

ha ha ha that's an amazing idea for an avatar

stuck pelican
#

I can try just uploading for quest and see how hard it breaks, it it's not too much hassle I don't mind

stuck pelican
#

Latest effect was this

#

Good performance rank btw xDDDD

quasi sphinx
#

Yeah, that's exactly my thought 🙂 worst case is, I can test it for you, it breaks hard, oh well. Best case is, it's performant on Quest and a huge new audience gets to play with it.

stuck pelican
#

There is almost an inverse relationship between how well my avatars actually perform and their stated performance rank at this point, lmao

quasi sphinx
#

I would recommend adding to the instructions for capturing the encoding photo, though, since that would be different on Quest (genius btw)

stuck pelican
#

I wanted to make it better but every way I tried there was some limitation preventing me (VRC_Panorama doesn't work for SDK3, Clipboard limitations so you can't store it in text, etc.)

#

I've been gathering a few submissions by people, I was gonna put some of them in the world once I get just a few more

quasi sphinx
#

disclosure, some of my motivation for bugging you about this is that I have a good friend who has some training with clay sculpting IRL, and she plays VRC regularly, but for right now she's only on Quest

stuck pelican
#

hahaha nice 😄

quasi sphinx
#

But I think that probably generalizes. There's probably a scattering of artist-y type people out there who will and have played VRC on mobile VR, and they ought to have access to cool stuff like yours

stuck pelican
#

it isn't exactly comparable to real sculpting I think, since you can't really make anything concave

quasi sphinx
#

It's virtual reality, it's the virtue of it that matters 🙂

stuck pelican
#

I'm honestly surprised that world got out of labs as fast as it did, it was pretty much made in an afternoon and the image & name at the time where it got out was super uninteresting

#

Something like "Sculpt test" with the thumbnail being a wall of text

#

Do you know if CyanEmu works when building for quest?

quasi sphinx
stuck pelican
#

Already have it installed for other purposes 😉

#

Switching the project now, seems like shits gonna take a while xD

quasi sphinx
#

Yes, reimporting takes a while. I always make a full copy of my project folder first, too. I'm still working on a good workflow, gotta start using git

stuck pelican
#

Uploading

#

Camera loop seems a little fucky when in android mode, I think I've fixed but I'm not sure it will work in game at all.

steep jetty
#

My character isn’t letting me change. I play on the quest 2. I have tried restarting my device and it won’t work!!! My menu won’t do anything when I press. PLLLLLLSSSSSSS HELP!!

stuck pelican
#

@quasi sphinx world is up now if you feel like testing if it works. I got some stuff to tend to soon, so I won't be doing so for a while.

quasi sphinx
#

Cool! This should be interesting 😄

steep jetty
#

@quasi sphinx I did-

stuck pelican
#

On pc there is a hotkey to change to a robot, maybe there is something similar for quest?

stuck pelican
quasi sphinx
#

Just checked it, out, things went wrong 😛 DMing you about it

silent flame
#

Does anyone know what would cause a skybox on quest having a low bitdepth?

#

It just happened automatically when i switched build target to quest and haven't found any setting in the import settings or whatever setting it lower

#

This is what my skybox looks like on quest

#

same spot on PC

weary jay
quasi sphinx
#

😅

#

formerly

weary jay
#

How’s it been joker?

quasi sphinx
#

great, learning Unity 🙂

limber echo
#

BocuD, when you switch to Android build, you want your compression methods to be ASTC. That will help the banding.

lyric lance
#

so im trying to log in to vr chat with my oculus sign in to steam but i forgot the email and password

wraith jewel
#

i have an issue with my quest project - it seems incredibly prone to freezing (it appears to update about once per minute, rather than once per 1/60 of a second) - the logs have a bunch of 'Animator not playing an Animation' errors followed by a bunch of poiyomi/ unity lightmap errors

#

might someone know what exactly is the cause of the freezing?

#

and now after like 10 minutes it's unfrozen

#

i deleted resource checker and then a bunch of shaders and rn it's not freezing

#

and post processing stack package

wraith jewel
#

what does it want from me?

#

i am clicking the only non-last 'build' button available to me

#

had to restart the project, after which it reimported the post processing stack for some reason (i've removed it twice now, via the package manager) and now it seems to be building

#

it also keeps including unused assets in the build report so idk what it's up to

#

it might finally be under 50mb so maybe it will stop fucking about

#

aaaaaa the numbers don't add up

#

i shave things down and the total barely moves

glad shadow
#

Depending on what you shave down it might not do much if LZMA compression was always doing it's job on that particular asset

#

Because you first crunch compress and do other stuff to the asset but in any case afterwards it will get LZMA compressed to be inside the asset bundle which is sometimes more effective than other times

wraith jewel
#

i mean, one of the things i've done is with the reflection probes which aren't in the scene but it says they are - they were like 1mb or 2mb and i set them to 32 max size - they disappeared from the build report yet the total size went from like 55mb to 54mb

#

i've replaced the mesh of the npc with another one which should instantly knock 5mb off the total so i have to be good for 50mb now

glad shadow
#

The problem with build reports is that Unity doesn't give a way to access the post LZMA size for comparison before unity 2019/2020

#

So most likely in that case the final compression was already comparable previously without the lower settings

wraith jewel
glad shadow
#

But lower sized assets will still help with overall compression and performance

wraith jewel
#

well i got it running

#

which in itself is pretty cool

#

the weirdest thing is that the world runs pretty consistently at about 26fps

#

and with low/ temporal mirror on it only drops about 4fps

#

and with full mirror on it only drops to about 17fps

#

so i guess it's a cpu issue

#

is there a way to replace the shader on all materials using a certain shader? I'd like to replace 'standard' with 'mobile diffuse' or something

glad shadow
#

Mainly with editor scripting unless you just select every material in your assets and change their materials

wraith jewel
#

idk how i'd select only standard ones tho

#

just thinking about special shaders and not wanting to change them, like bakery ones, or the video player one, or mirror ones

#

i might set the render distance really low and maybe have some heavy fog wew

#

get all ps1 on this

glad shadow
#

I don't think you can mass replace like that without a editor script

wraith jewel
#

how do i make bakery not look horrendous?

#

i figured the original light bake looked horrible because it was compressed, but i just baked in the quest project for the first time and it still looks awful

#

nothing seems to change if i change the LIghting Data Asset vrcCatThink

wraith jewel
#

is Bakery a no-go for Quest?

#

would be a shame

wraith jewel
#

holy heck i think fionna's advice earlier magically fixes it

#

takes an age to compress but no banding

#

after

wraith jewel
#

alright what the fuck

#

it was 50mb

#

before i changed compression to ASTC

#

@limber echo @glad shadow it took a couple hours to re-import everything after i switched to ATSC which fixed the light bake but bloated the file size by 19mb - that's a lot and I'm not sure where I'm going to find 19mb to remove at this point. Should I switch back and find some way to fix the light bake (or somehow only use ATSC on the lightmap)? It takes hours to switch so I really don't want to do it again unless I can be sure it's the correct approach

#

wait it undid all my compression

#

aaaaaaaaaaaaaaa

#

why

#

now i have to go through all the textures again

#

pls ignore the original question, but i'd love to know why it's overwritten the max-size i put on each texture

#

also unity_builtin_extra is 3mb larger on the quest build

wraith jewel
#

alright come the fuck on

#

half the map is now unity_builtin_extra

wraith jewel
#

well i got it down to 14.7mb

#

which is still much bigger than i want

plain bluff
#

Question, I currently have a world set to private that has both PC and quest compatibility. If I upload a new version of PC, does that delete the old quest version of the world? I want to start off by publishing only for PC.

#

(Only because I am ridiculously terrible with lighting, even more so with quest optimization)

fair tinsel
#

from what I can tell changes done to the PC version does nothing to the quest version

plain bluff
#

Is there a way to delete just the quest version?

fair tinsel
#

no clue myself

south lily
#

i think there was on the website, but i just checked and its gone. the best you could do is upload the world on a different pipeline

#

and not upload the quest

wise spindle
#

So hm, I have a question / an issue i'd like to talk about.

I made a world with a videoplayer for quests users, the video seem to play fine and stuff but everytime, the video just stop in the middle of the file.
I guess it's because quests don't have a lot of cache space / don't allow files over X in size, but is there a way to tweak that on quest ? (The files are 2-3Gb)

south lily
#

@wise spindle quest doesnt have built in protocols to continually keep grabbing data, i would suggest creating a way to “pseudo sync” or use lower file sizes

#

perferibly low bitrate

#

(this is vrc quest, basic quest do have this ability but do not apply this in vrc)

wise spindle
#

cba since i don't have a quest myself to test shit out

south lily
#

is it the benvr or the 0.3.2 Uplayer?

wise spindle
#

Hm ? video player i'm using ?

south lily
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ye

wise spindle
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I'm using the USharpVideo by Merlin

thick relic
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costume shades 👀

south lily
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so that one still needs a protocol to keep videos running

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and im like 90% sure that protocol was never made and does not exist still

scenic knoll
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heyy, is it possible to create a vrchat world on macbook pro for quest? dont know if this is the right place to ask

south lily
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like in unity? vrchat only supports pc/windows and quest/android. im not sure what you mean exactly

scenic knoll
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most tutorial videos are showing windows

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yess, so would it be possible for me to create a world on unity and then it would successfully uplaod to quest?

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from my macbook, i noticed i might not be able to test the world through unity on macbook or maybe i missed something

south lily
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i thought macs could only upload quest worlds actually. so in theory you should be able to

scenic knoll
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ohh really thats great then! haha

south lily
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yea that might be why the test option is greyed out

scenic knoll
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thanksss! so this is the right place to go then with more questions?

south lily
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idrk, not many people do quest questions so id keep asking here until someone says were wrong

scenic knoll
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will do vrcLike

wise spindle
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You'd be aware of a video player that actually got a protocol for it ? @south lily i'd be interested in it

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That would imply a lot of work to port over everything again but eh, why not

south lily
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no sadly. ive been working on one but nothing budges on vrc-quest. it budges for every other game with a quest but vrc doesnt seem to allow many things

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the protocol would probs be in u#player 0.3.3 or something. as benVR isnt even supposed to work on vrc but it works kind of

wise spindle
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hm

small karma
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yo, it seems that Additive shaders might be broken on quest. Anyone else getting a blue polygon loading guy that literally just uses Multiply instead of Additive?

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it's only in worlds, not the UI- both the loading man and the avatar im tryina port both looks good in the avatar UI, but the moment it's in the world it's got multiply shading

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happened in 3 different worlds- default home, black cat, and summer solitude, with the latest update of vrchat quest

gritty pier
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Will there be an update that adds features from the pc version of the game to the Oculus Quest 2 version of the game? Like the camera, pc avatars, pc worlds, and custom sounds for avatars like music?

fair tinsel
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very unlikely to happen for performance reasons and PC avatars aren't compiled for Android so they couldn't even show up on the quest if the developers tried without the user's uploading Quest versions

wraith jewel
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Ok, I understand why sound and shader avatars don’t work, but what about dynamic bones

fair tinsel
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dynamic bones as they're really expensive as has to do physics calculations every frame

sweet tundra
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There’s alternatives to dynamic bones that are significantly better for framerate, but they use Unity’s Burst compiler and jobs, which could require a major rework of VRChat’s internal code to work

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Or not idk

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I haven’t used it before

wraith jewel
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I am still disappointed. That vrchat ported the quest to the quest 2. Even though the mic changed yet that is one of the biggest issues. And I have not ran into a game that makes the mic this bad. This is the only game I ran into with the mic issue. Then we got new hardware and a little different software. When will vrchat update to optimize for the quest 2.

sweet tundra
fair tinsel
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it's probably not going to be heavily changed for the quest 2 as it still needs Quest 1 compatibility

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and yeah there's no changing the fact that it's a mobile GPU that uses like a hundred times less electricity than a gaming PC

south lily
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@wraith jewel vrc doesnt have a system that smooths the sudden audio bitrate changes. which results in the "fish bowl mic"

wraith jewel
wraith jewel