#avatar-quest

1 messages · Page 27 of 1

delicate basalt
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its so slow

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oh... it finished

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yeah im making a new project after this lol

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solely for crossplay projects

blazing willow
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question

arctic heart
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Has anyone figured out why some quest versions of avatars appear halfway in the ground for quest users? I thought there was probably something I missed in my armature at first but the armature is identical except for some end bones that aren't involved with the rig at all

craggy glacier
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@arctic heart i asked about it on the canny and got this response from tupper, still don't understand, but it's a start i suppose

arctic heart
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mm mine is exactly the same aside from some end bones that aren't important for the rig, guess I'll mess with it a bit more later

winter frigate
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do vrchat's mobile shaders work on desktop?

pastel storm
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yes

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you can upload the avatar with mobile shaders and it will work on pc

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(as long as the build target is pc)

still tusk
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Some people say their quest avatars can go to 20k

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So it went over 5000

chrome girder
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Hmm. Language filter didn’t like something. It wasn’t offensive. Let’s try again. How are people sharing Quest avatars?

normal sierra
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@still tusk Did you take those screenshots on a Quest or from the PC version? Even if a Quest user is using the avatar, if you're on PC, you'll still see (and get stats for) the PC version of that avatar, when the Quest version is actually much lighter.
Also, the 5k limit is just a recommendation right now-- if I remember, the actual hard cutoff is much, much higher and will be lowered closer to 5k in the near future.

still tusk
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@normal sierra No, he uploaded both the PC and Quest versions of the avatars he had.

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He said, that if it was a true PC version. He would've added dynamic bones

normal sierra
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In that case, yeah, that avatar unfortunately won't perform very well at all on Quest, and will most likely stop working pretty soon when the hard cutoff for tris is lowered. I hope people are taking the time to optimize their avatars properly for Quest and not just re-uploading the PC mesh, or there'll be a lot of avatars that will suddenly stop working.

foggy garnet
mint anvil
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i think 5k is quite unreasonable as a hard cutoff

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also is it a common bug that if you upload a quest version of your avatar on the same id that the pc version gets really dark? Like as if the shadow setting is maxed

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ever since i uploaded the quest version from that 5k poly avatar my pc version of it got quite darker.

winter frigate
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huh i havent noticed that at all on my models

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i did notice on a model that i used vrc's mobile toon lit for the pc build it seemed dark though but on my other model i used a diff shader for pc

mint anvil
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yea. could be a bug

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we need a toon lit without that broken shadow lol

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toon lit would be fine without the shadow

hushed wedge
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You can probably turn off either cast shadows or receive shadows on the mesh, but I agree that it's not ideal

mint anvil
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@hushed wedge you're the hero

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unticking receive shadows fixes it

hushed wedge
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It's an unfortunate side effect of having your shader cast and receive shadows at the same time

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I don't think it really belongs on a shader like Toon/Lit tbh

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Then the tradeoff becomes either not casting shadows or not receiving them. Receiving them can at least make you look not overly bright indoors

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I feel the only way around that would be a duplicate mesh solely for the shadows that renders just a bit later (is that even possible?), obviously not ideal and especially not quest-ready

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Actually nvm that wouldn't even help

mint anvil
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unticking receive shadows looks great tbh

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night and day difference

twin pebble
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@mint anvil 5k is not unreasonable. You haveta get good at optimizing.

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Like...learn and understand what your doing.

wispy crater
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A free avatar making kit with a bunch of base models that look good under 5k tris that could easily be modified would really help newbie creators.

hushed wedge
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Not gonna lie, 5k is really really strict @twin pebble

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There's a reason a lot of Quest avatars have a certain "style" to them. They all have shorter hair for example. Not every model will be able to look good on Quest

twin pebble
mint anvil
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@twin pebble i know what i am doing. and i am good at optimizing. but good luck making a 30k avatar look good at 5k.

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it is much much easier getting a extremely high poly avatar to 70k

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but it's near impossible getting an already low poly avatar down to 5k without making it look like shit

hushed wedge
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Yeah it's a lot more work, you have to properly retopo it and be extremely careful

mint anvil
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like. i tried it. manually decimating it

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and being careful

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i only got my 30k model down to 10k without making it look bad

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another 5k would make severe visual changes

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i get 300k+ down to 70k no problem

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but already low poly avatars are a different story imo

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cause there isn't really much to decimate

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i don't even really need to do this. but i think it's good if quest ppl can see you instead of some default avatar

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got some positive reactions today with that avatar from quest people

hushed wedge
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Decimation is unfortunately not enough for these things

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Although manually dissolving might work

twin pebble
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@hushed wedge yes I'm doing a retop and REEALY paying attention to my edge loops and triangles. Looks really good so far.

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I personally view it as a buiness market. "Hey nice avatar you have there...it's a shame no quest users can see it. Wanna commission?"

gusty patio
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30 k to 5k is tough. My only lack of motivation is for someone else to see (Quest users). Since there are mostly PC users, that motivation is low.

twin pebble
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I want to flood the quest world with uganda shibas

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Witness my wrath

dry zealot
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I took a model that was very low poly. But only a a thumb index. The other was one shape. I duplicate the index so i have 5 fonctionnal fingers. I cut the mouth etc.

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Its fun to do

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Overal 5k is hard if you have a lots of mesh that would use backfaceculling but insted you duplicate and filp the normal

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So 7.5k max 10k for me is enough overall

ashen oracle
modest obsidian
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Does anyone know how to make quest avatars? I need help from someone who knows what to do.

random badge
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wat up

modest obsidian
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I can't get mine to work

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I have the model and put it through miximo after getting it from models-recorces.com and once I put it in unity I couldn't get it to work right

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The face mask and hands were kinda mixed up

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And then someone told me in VRchat that you needed to take specific steps that get it working on Quest.

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@random badge

random badge
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There are a couple of steps yea.

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the video is timestamped

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first one i could find.

modest obsidian
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Thanks

random badge
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Assuming this is the issue you are running into..

modest obsidian
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Yeah I will try this

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It appears you don't need unity

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So that will help me out

random badge
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You do need unity.

upbeat mauve
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I managed to figure out what's causing the quest users' avatars to sink into the ground from waist down

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it happens when the pc and quest versions' rigging/override animations don't match up

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for my quest avatar, I removed the tail bones and some misc accessory bones, and that caused some errors in the rigging and override animation causing the desktop version of the avatar to go into the half curled up state

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Basically to fix it make sure your override animations will play properly on both the quest and desktop versions of the avatar

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just a heads up for anyone having the same problem

iron raptor
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Which shaders should work with quest? Cause quest users are saying my avatar is pitch black

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I have the VRC moblie toonlit shader applied atm

long talon
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is it only in a specific world? Ive had lots of avatars show up completely black in a few worlds with different shaders lately.

iron raptor
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It was on the box

long talon
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dunno then, not been to the box in a good while

iron raptor
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Is there a toonlit without shadows?

long talon
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doesnt toonlit already not have shadows?

iron raptor
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It's like really low res shadows

long talon
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I thought it was just flat shading that reacts to surrounding lights/probes

iron raptor
long talon
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ah yep, thats how things show in the editor on toonlit, people have told me I look fine on Quest, and I'm using Toonlit, let me boot up Unity real quick

iron raptor
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what do you have the render queue set as?

long talon
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unity is still booting up, almost 10 year old pc and all

iron raptor
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kay same for me, so people were saying that you looked black on some worlds?

long talon
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nobody told ME that I looked black

iron raptor
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okay

long talon
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Ive seen people have their avatars turn black

iron raptor
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ahhh

long talon
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mind you I'm on PC

iron raptor
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mhmm

long talon
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so I really don't think it's an issue with your avatar

iron raptor
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kay thanks for the help c:

long talon
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I also realized I left in the hidden expression meshes, which gave me a free 600 tris to work with

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absolute gift from the heavens

foggy quail
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😱

long talon
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I decided to go full ham on getting the quest version looking really really good

foggy quail
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🤢

long talon
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Imma wait for him to get sorted out by dyno

modest obsidian
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can someone please help me. I cant get my account connected to Unity

long talon
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wdym?

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you opened the vrchat settings panel, entered your username and password and clicked Sign In?

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I clicked sign in, and it works fine, logged in

modest obsidian
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hmmmm

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ok thats enough effort I have basically tired moving heaven and earth to get this working with a 2017 versiom of unity because thats all a mac can handle and its just not working

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Ugh

long talon
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wdym "a 2017 version"

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you ARE using specifically 2017.4.15f1?

modest obsidian
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the version of unity is 2017

long talon
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There's like 300 versions of Unity 2017......

modest obsidian
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let me see the exact version

long talon
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That's the Mac download

modest obsidian
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2017.1.5f1

long talon
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yeah, nah

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as stated like 25 times, you need 2017.4.15f1

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it will NOT work without it

modest obsidian
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why cant it be easyier

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everything that works is expensive

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I need a good COMPUTER

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too bad im poor and am paying off a VR

long talon
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Unity really doesn't need a beast to run

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any computer made in the last 10 years will run the Unity editor fine.

modest obsidian
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you dont know my 2008 Mac. this thing is a stuborn old goat that crashes if you play minecraft and blow up 5 tnt blocks and needs to be rebooted

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I pray this works

long talon
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like the old 21" imac or the white plastic macbook?

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not that theres any real compute difference between the two

modest obsidian
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idk exactly im spitballing here

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oh its a 2009 mac

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not 8

unborn cedar
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Quick question: is it possible to have custom avatars on the quest? Im new to the vr scene and ive seen people making them on twitch and stuff

hidden cedar
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What is the limit to quest avatars?

long talon
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Yes, this whole channel is dedicated to making Quest avatars.

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also, @hidden cedar the current soft limits are mentionned in the google slides document linked at the bottom of #quest-info

unborn cedar
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Could i commission someone to make me some avatars? Or could someone teach me how to do them myself?

long talon
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this discord and google are your best friends

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there's also some people who already have quest avatar commissions open in the VRC Traders Discord

unborn cedar
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Ooohhhh fancy

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How do i get to the traders discord? Im not sure ill be able to make an avatar myself cuz i dont have a computer. Thats why i have the quest

hidden cedar
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I mean I'm asking because I heard a rumour that an enforcement of 5k polygons was in fact will be enforced, and I was checking out avatars, and quite a few are massively over that, dispite working within excellent performance, so I was double checking

long talon
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ok so get this

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we did a test earlier, a friend put an avatar on quest with 20k poly, him alone, or him within a sea of other 5k poly avatars didnt make a dent in performance

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but we all got into an empty world, and like 10+ users on 20k poly avatars DID kill the framerate

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This is what NOBODY ever keeps in mind, because your world or avatar works fine when you're alone, doesn't mean it's performant.

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Tupper said the final limit would be between 5k and 20k, I'm expecting probably 8k

hidden cedar
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Ok, that's gives me a better idea when selecting and making avatars. Thank you.

pastel storm
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can a dev give some more info on the upcoming hard poly limit? since it's going to be higher than 5k, but "less than 20k" i'm assuming 10 or 15k would really like some clarification so i know what to aim for

long talon
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Seeing how 20k hit performance, I'm betting closer to 10k, but wouldnt be surprised if less

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also hi

pastel storm
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i have a feeling it was my 10 materials per avatar that was doing most of those drops today

long talon
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What a great excuse for lazyness

pastel storm
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not an excuse, i just think shaving off 90% of my materials will do more than 1/3 of my polys

long talon
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I guess

long talon
pale stream
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@pastel storm you can definitely do both 😃

pastel storm
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15k i can do fine

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10k maybe not

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1 material i can do fine as well

long talon
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I did 4.5k with full visemes, eye tracking, blink and blink happy.

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try harder kek

pastel storm
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it took you like a week to get one avatar that low

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the limit won't be 5k so you didn't have to go that hard on it

long talon
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if youre not a lazy fuck like me, itll take a day

pastel storm
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it took me a week to get one down from 61k to 12k

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i was aiming for 5k the entire tile

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i have serious doubts if i can save that last 2k if the limit is 10

long talon
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5k poly?

dry zealot
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Yea

long talon
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sick bruv

dry zealot
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They are around 7k orginally but of what I know back then when they annonce the 5k limit. I opty them to that. :/ but if the limit is like 10k they are going to look there best

long talon
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I adore the fact I finally got all the features of my PC version, yet even less tris. Also, I decided to give up on the VRAM chase, after seeing how much better the model looked with a 2048x atlas instead of 1024

dry zealot
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They look fine with 1024 on my side

long talon
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I saved a lot of tris by recreating model details in texture instead

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and they looked a bit blurry

pastel storm
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i've restarted many times of course

pale stream
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better to reinstall the addon

pastel storm
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i've tried that a few times as well

long talon
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is there an easy way to just swap out the fbx used in an avatar in Unity without having to reset everything up

pale stream
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nope

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that's why it's the last step

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But if you reimport on top of the existing file in your unity folder, it should update

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But that depends on which kind of changes you made

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If you edit bones, i think it doesn't work

long talon
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what about weight paints?

pale stream
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I honestly forgot, but you can try

foggy quail
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Those should work. Pretty sure I've updated my weights that way

clear yoke
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You can overwrite if you change the bones, but you'll need to unassign it from being humanoid, and then reassign it as humanoid.

long talon
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one thing tho, I always save before atlas

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and CATS'/Shotariya's MatCombiner creates a new material that looks for a new texture every time.

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will that screw it up?

dry zealot
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so if I can have the confirmation that the limit is like 10k I would publish a world full of those

topaz plume
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They recommend 5k polys... I don’t think they have said the limit yet @dry zealot

cyan spoke
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I'd still aim for 8k max...

waxen torrent
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What's the name of the unlit shader on quest?

cyan spoke
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There's no unlit shader on Quest

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The closest one is Toon Lit, which is just flat lit

waxen torrent
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(...)

cyan spoke
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Lol.

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Well the unlit shader is generally a punch in the eye

waxen torrent
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VRChat/Mobile/Standard Lite

cyan spoke
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Standard Lite? Is that new? I don't remember that from the last devkit update

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Maybe I have to update it

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Probably in the Standard Lite you can set the emission but I'm not sure

timber junco
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Jome

dry zealot
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the texture of rez 1024 or 2048

shrewd fog
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No unlit shaders for avatars on Avatars on Quest no

cyan spoke
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@dry zealot 1024 is recommended

proven monolith
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So I've made an avatar using the android build, but for some reason the publish button on the build control panel just isn't there. any ideas?

lone current
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Gonna make a vr model, Afterwards, need help publishing to vrchat

dry zealot
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a fbt rig on a quest avatar full create issues ?

long talon
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My Quest avatar has the FBT rig and it's fine

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you're sending the same IK data to PC and Quest users. it's all the same. it's actually better if the rig is the exact same.

pastel storm
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is there a way to tell if your avatar is error'd out on quest without actually testing on one

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once in a while an avatar upload ends up as an avatar - on pc i catch this easily and can re-upload without making any changes and fix it

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but i can't test the quest uploads!

long talon
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find quest friend, or bribe me with treats so I login on Go.

pastel storm
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i have quest friends but i dont wanna be a bother! you know that

exotic matrix
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Well, sometimes it is okay to ask a friend for help, maybe one day if he like you can make a character for him

long talon
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you just take 5 minutes of their time to ask them if they can load an avatar, its not that bothering

craggy glacier
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@pastel storm usually i just go to a public hub and see ask quest users about the avatar, if there are any

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its not too hard to find them

modest obsidian
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My model is transparent how do I cange that?

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so it isnt

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anyone

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halp

long talon
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as in see-through or completely invisible?

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see-through is a shader issue, that shouldnt even happen on quest.
invisible meshes with the vrchat mobile shaders is caused by backface culling. as in, the underside of a face wont be rendered by the game. I believe CATS' has a fix normals button. https://bocchi.is-pretty.cool/3JHJbcU.png

twin pebble
modest obsidian
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see through

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and I will try that

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see its like that, you can see things like the hair and fox clip from the other side

long talon
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wouldnt flip the whole model

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only select those parts of the mesh that are flipped

nimble schooner
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im looking for an avatar that I have not found its Asriel Dreemurr

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from undertale - goat son

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the unity asset store currently does not have the model

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the other thing for VRchat is you can't search for models - search button is grayed out and there is not a lot of models to choose from

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im guessing when it leaves early access there might be more things added a lot of stuff right now is experimentation (unstable content)

long talon
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  1. You find other avatars in avatar worlds.
  2. There aren't that many quest avatar worlds yet.
  3. would be surprised if there are any Undertale avatars on Quest.
nimble schooner
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any website that I could find the avatar

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Deviantart does not have actual 3d models yet or you can't download them

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MMD is also a type of 3D art

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sizebox is a game where you can have some fun

long talon
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got an Asriel MMD in Blender, but damn thats 65k tris

pastel storm
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question about the toon lit shader - i can see in the preview on upload that the lighting works, but then i can't seem to see myself get lit up ingame

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i feel like i -used to- see it working but now i've lost it

long talon
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@nimble schooner the model decimates fine with decent weight paints to 4800 tris, but you'd need to redo shapekeys yourself for blinking and mouth movement.

pastel storm
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granted i've only been to a few worlds recently, but i feel like i should have run into one that cast shadows on me

nimble schooner
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i won't be modifying anything all im needing is finding models that I can choose from. right now I got other things to do rather then hunting for 3D avatar models which I may or may not find.

long talon
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if you have "other things to do" you wont get far.

nimble schooner
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I won't lie but the models available on Vchat I don't really like and my taste is completely non-releveant to them that's the whole reason for finding the right model/avatar

pastel storm
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you can find avatars in avatar worlds

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the public list is just some defaults to choose from

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there is no way to search through the avatars except for going through avatar worlds ingame and looking at them physically - unfortunately

hollow raven
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she has raccoon ears and a bushy tail her names raphtalia from rising of the shield hero is it possible that someone could creat this for me ive tried for hours but i cant get it to work

pastel storm
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do you have the model

pale stream
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@hollow raven You can join the VRC Traders discord server to commission someone to do it in #community-servers-old

hollow raven
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see thats the thing i keep losing the model like i get so far in ans in cra

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crashes

pale stream
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In Blender ?

cyan spoke
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Yesterday I spent some time browsing cross-platform avatar worlds, it's nice to see Quest avatars are slowly popping out.

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Some are good and ready with animation overrides, some are a bit cheap, but they are starting to appear indeed

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Some of them are really close to the PC counterpart, it's just a pity they can't have sounds

dry zealot
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sound is annoying anyway

cyan spoke
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It depends on the case, if they are not the "ear-rape" kind it's mostly ok. I'm just thinking about cases where everyone in a world has a cross-platform avatar, maybe half of them are on Quest and the other half on PC

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One of the PC users triggers a sound... Half of them will get it (maybe it's a joke, they laugh), half of them will just wonder what's going on

dry zealot
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I mostly only have an sound when I spawn

pastel storm
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is there like a pre body you can get for editing?

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i cant find any humanoid body's

cyan spoke
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Makehuman has a lowpoly model you can use

pastel storm
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where do i download the model @cyan spoke

cyan spoke
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The software is open source, you can use that to easily build a customized human body

twin pebble
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@pale stream or anyone here, Is there limitations with emote overrides on characters on the quest? A lot of my emote overides spawn aditional content. (Deleon, props, other things) Does that count for the tri-count? how far should i go optimizing that?

real dew
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Hey all. I just got the email that I can upload my own stuff to VRChat. I have never done anything in Blender, will it be feasible to make a VRChat avatar as my first project or is that way too hard? I don't mind tutorials and working off of another model as a base

midnight marlin
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so i have an issue with transparency

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like that 01 decal has a transparent border around it

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i tried increasing the amount of skin color around the 01 decal using my image editor

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but then i realized it's impossible to mitigate since there is bound to be some screen space pixels that interpolate to an "intermediate" transparency value

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i guess it can't be fixed if i'm using cutout mask transparency

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is that correct?

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am I screwed?

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like I know the best course of action is to put the 01 on the skin instead of adding a transparent decal but that's how the model came so 😦

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ok my guess at whhy this might be happening is like the colored in areas are 100% opaque and the transparent areas are 0% opaque

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and there's a threshold value where the cutout mask renderer says it must be transparent

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argh im not sure what the heck is happening

cyan spoke
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Aah there’s a solution for that, basically the alpha is fading from pink to black; ideally you want to keep the area around the “01” of the same skin color a bit further than that

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And use the alpha only on the Alpha Channel in Photoshop

midnight marlin
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@cyan spoke oh shit i think i get it

cyan spoke
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Good!

midnight marlin
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like you mean instead of the color values going from lets say (123, 12, 3, 0) -> (123, 12, 3, 255)

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it's going from (123, 12, 3, 0) -> (255, 255, 255, 255)

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is that correct?

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like i guess the alpha polarity is back to front but yeah

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@iron tendon

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oof how do i do that in gimp

cyan spoke
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Now it’s like (0, 0, 0, 0) -> (123, 12, 3, 255)

midnight marlin
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ye

cyan spoke
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It has to be like you said at first

midnight marlin
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holy hell, does quest have a 5k poly limit?

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20k was hard enough back in the day 😐

pastel storm
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5k is recommended but the limit is "between 5k and 20k" where "5k is well within the limit" once they implement a limit

midnight marlin
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@cyan spoke it's still doing that, could you take a look?

cyan spoke
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Judging from the layers, it is ok...

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I fear this is another kind of graphic issue where the transprent part will just show the background color of the scene

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But it kinda depends on the shader

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I’m on mobile now so I can’t try myself

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Aaah wait

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Are you checking this in Blender?

midnight marlin
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ye

cyan spoke
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The final result in Unity might actually be different due to how the shader works

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Check that in Unity!

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(Also, are we sure there’s an alpha shader for Quest? As far as I remember there are only opaque ones but maybe you can use the shader for particles)

midnight marlin
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also this isn't for quest

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i was just curious cause i heard from someone

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alright i'll check in unity

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i just gotta do the other part that has the same issue

pale stream
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@twin pebble Due to the Quest's limitations, as far as you can !

cyan spoke
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@midnight marlin if it’s not for Quest the I guess you’re in the wrong channel 😛

midnight marlin
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😦

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oh wooops

twin pebble
pale stream
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I'm not sure how to answer your question, it's either "don't do anything" or "please optimize the shit out of it"

gilded surge
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@hollow raven yassss Raphtiliaaaa my waifu

hollow raven
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@gilded surge ik right best girl but im having trouble finding the right person to make i

acoustic talon
#

So will the quest avatar requirements slowly go up as they optimize the quest? (Pretty sure it is a yes right?)

steady mauve
#

Hello to all VR Chat members. i am in search of a Naruto Shipuuden avatar. can you guide me to one, please?

ripe oxide
#

Hello vr chat people.. Im looking for someone that could make a custom wolf animatronic or dutch angel dragon char, please msg me on more info to this lol

jagged sequoia
#

Crodojoe I doubt that's going to be the case as the the specs are not going to change so how much GPU power and RAM it has is static

acoustic talon
#

wym by that?

#

they can't optimize the game any further for the quest?

jagged sequoia
#

because code optimizations aren't going to help with its Graphics limits

acoustic talon
#

yea

hushed wedge
#

The avatar requirements probably won't be relaxed

acoustic talon
#

wow quest users really are out of luck then

hushed wedge
#

Right now the Quest performance is kind of laughable once you get more than 8 people in a room

#

If any improvements are to be made, they would want to pour all their effort into getting more users in a room first

jagged sequoia
#

well you're essentially running it on a cell phone

acoustic talon
#

yea it is a highly modified android right?

jagged sequoia
#

that's not going to make it magically more performance

acoustic talon
#

well yea duh

#

i am not a quest users btw

#

i am pc

jagged sequoia
#

and your PC probably has a hundred times electricity to work with

acoustic talon
#

yea

#

also if vrchat can get it on the quest why not psvr does sony not allow them?

jagged sequoia
#

because Sony doesn't allow custom stuff

acoustic talon
#

i am guessing it is sort of like skyrims problem with the custom

#

yea

jagged sequoia
#

and I doubt the polygon count would be much higher on psvr

acoustic talon
#

good luck to people who bought oculus quest just for vrchat

jagged sequoia
#

well that's what you get for having a completely Standalone headset you can't cram a PC graphics card in there

#

surprised nobody has made a Quest complaint anime base mesh considering it the hair and clothing that's the only thing that's difference between most anime avatars and the eye textures

cyan spoke
#

3552 tris now, plenty of space for the head

acoustic talon
#

this is from scratch? nice

#

what is it

cyan spoke
#

Yeah doing it from scratch!

#

Thanks! Sissel from the game Ghost Trick

jagged sequoia
#

mind if we see the wire frame

delicate basalt
#

sorry ill b quieter vrc bot

#

:inhale:

#

omg ghost trick yessssSSS

#

fuck yeah duud i just remmbered how great it was

jagged sequoia
#

mind if I see a picture focus on the hands

cyan spoke
#

Aaaaah so I'm not the only guy here remembering this friggin masterpiece of a game

delicate basalt
#

its so good

cyan spoke
#

Yeah, hands incoming

delicate basalt
#

my friend made me play it last year

#

sissel would look so good as a vrc avatar

jagged sequoia
#

have you done any testing to make sure the joint Bend okay

cyan spoke
#

No test made yet, but I'm following some knowledge I got back in the years for the joints

#

Also the character art stye is very pointy in general so it should look decent if it doesn't bend too smoothly

acoustic talon
#

i gotta save that

cyan spoke
#

The second one is going to compenetrate anyways

#

Also the character has almost no texture so you are not going to see any texture stretch

#

Not on elbows and knees at least

jagged sequoia
#

so you'll be fine just figured it might be handy to share that

cyan spoke
#

No problem

jagged sequoia
#

yeah looking at the character model you could probably just cover everything with a Atlas for solid colors

cyan spoke
#

Yeah that's how I'll cover most of the stuff

#

Except for some details like the belt, the sewings on the pants, some outlines here and there

jagged sequoia
#

good idea

cyan spoke
#

Going to use the Mobile Matcap shader for this one

#

But I'll need to add some details by hand for sure

hushed wedge
#

If camera components only work locally, why are they not present on Quest?

#

I guess mobile GPU's may have issues when rendering stuff twice

north ivy
#

Is it full bright in a dark world like say, a campfire world?

cyan spoke
#

Nope, that's the Lit Matcap included in the SDK

north ivy
#

👍

shrewd fog
#

There's no shaders supported on Avatars that are unlit on Quest

north ivy
#

🎉

hushed wedge
#

Any particular reason?

#

Unlit Texture is pretty much the lightest shader I can think of (beaten only by Unlit Color pretty much)

north ivy
#

It looks like trash in darker worlds. Or any worlds that are not nearly full bright basically. (IMO)

pastel storm
#

but the lit ones also look like trash on mobile trying to do low res flickering shadows etc 😐

north ivy
#

Well, I'm not arguing anything about that part 😄 . I just can't stand full bright avatars in dim/dark worlds in VR.

pastel storm
#

wholeheartedly agree on that, not trying to make a point for unlit, we need simpler lit ones

hushed wedge
#

I'm sure someone could end up with a use case where Unlit Texture works fine, such as a floating drone that's "self-illuminated"

#

It's weird not to include it since you can literally generate one in Unity

cyan spoke
#

Let's say it should only be used for things that emit light somehow, and not for the full avatar...

foggy garnet
#

@cyan spoke I'm sorta late, but those hands are beautifully optimized

#

angled four-face fingers are my jam

cyan spoke
#

@foggy garnet thanks : D these are actually six face!

foggy garnet
#

Oh, my bad!

cyan spoke
#

Np ; ) Hard to tell from the top view

fluid kiln
#

@twin pebble To clarify, disabled objects on Quest will eventually count towards various limits.

modest obsidian
#

How do I change shaders on my skin?

serene pagoda
#

I'm canadian

modest obsidian
#

it says "shaders "standard" unsuported"

long talon
#

select your material, click the shader dropdown, go to vrchat>mobile and pick whatever suits the situation best

#

assuming from your anime pic, I imagine youre trying to import an anime avatar, which would look like garbotrash with the standard shader, meaning if you knew how to change it at all, you wouldnt be using standard.

knowing this, I can tell you to click the fbx for your model in the unity explorer, click the materials tab in the inspector on the right, switch from embedded materials to external materials, and apply

go to the materials folder, and you can now click your material and change it's shader in the inspector.

pastel storm
#

Yo, is there anyone here who does avatar commissions?

long talon
#

look in the vrc traders discord

modest obsidian
long talon
#

oh theres so much wrong with this

random badge
#

You are using standard shader on android build

#

you cant use that.

modest obsidian
#

FUCK

long talon
#

he has 26 meshes

modest obsidian
#

well how do I fix the meshes

random badge
#

You cant upload something that unoptimised to Quest

long talon
#

your avatar would lag a PC

modest obsidian
#

because I lack being able to find this stuff

long talon
#

that aint gonna upload to quest in a million years

random badge
#

Merge them in blenda

long talon
#

youre supposed to optimize it yourself in Blender my man

modest obsidian
#

uhhh haah hahh

#

I saved this im callin it quits for today

random badge
#

import that model into blender

#

hit a

#

then ctrl + j

#

thats about all you need to do.

modest obsidian
#

ok

#

thanks guys

#

sorry I suck at this

random badge
#

Oh and use the shader "VRChat/Mobile/Diffuse"

#

thats a supported one

modest obsidian
#

how do i get that, does it come in the skd?

random badge
#

It does yes.

modest obsidian
#

sweet, thanks

random badge
#

SDK btw

modest obsidian
#

OH

#

So if I mesh it I can change the shaders on the whole thing in one shot

#

Oh that makes sense!!

random badge
#

Yep, thats how the videogames do the do

modest obsidian
#

ah this makes my code class feel like a walk in the park

#

And I programed a game in that

random badge
#

i couldnt write a single line of code if i tried 🙃

long talon
#

I mean, I would matcap a model like that, but dont bother with that shit for now.

modest obsidian
#

Im sure I just need to get the steps down for this and I will be all good

#

thanks foir your help @random badge @long talon

prime imp
#

Does anyone have some advice on the best topology for hands? I'm trying to find references right now. They obviously need to be lower poly wich is something i haven't done before, i want to make sure the rigging will look decent.

jagged sequoia
#

@prime imp hope these pictures are help

prime imp
#

@jagged sequoia Thank you so much!

jagged sequoia
#

no problem glad to be of help

dry zealot
#

what is the difference with lightmapped and toon lit in the vrchat shader ?

shrewd fog
#

Lightmapped is as the name suggest a shader meant to be used for lightmapped objects. Which won't work with avatars since avatars can't be lightmapped (avatars aren't static :P)

dry zealot
cyan spoke
#

Check your Quality settings, maybe the shadows are very low there. Keep in mind shadows are disabled on Quest anyways

dry zealot
versed dew
#

is there a separate script for putting in the model id to get it sync'd between pc and quest?

random badge
#

You just upload with the same id

versed dew
#

yea I didn't realize you needed to click detach from the pipeline manager

#

but there's a little more to the process that just using the same id

#

for anyone else struggling:

  • Copy the ID from the Manage Uploaded Content (linked from VRChat SDK dropdown)
  • With Model Root Game Object Selected, Click Detach on the Pipeline Manager
  • Then you can copy the ID into the field and select attach to confirm the linked ID
rocky matrix
#

When are the avatar limitations coming? I've seen a few avatars on Quest that were over 20k polys. Some people aren't bothering to upload optimized stuff.

dry zealot
#

mine stay under 10k 😟

heavy wharf
#

Hey guys, I just uploaded a quest test version of one of my avatars, but there seems to be a problem on my side.
Quest users can see each other use the avatar, and they can see me using it while on desktop, but I cant see them (Their avatar goes invisible, and I cant hear them anymore) They also said the avatar is halfway through the ground too.
Im fairly sure I made it so both use same bones and everything, not sure what I missed.

pastel storm
#

i think that's a networked IK bug

#

seen it happen a bunch

#

i'm not sure why it happens so often on avatar cloning though

heavy wharf
#

So did I mess something up on my side, or is there something broken on the IK side/vrchat?

#

I just opened my PC version and cleaned it up to be quest compatible, didn't change anything with bones etc. Should both be the same.

sacred blade
#

where could I find a Kermit Vader or any compatible Star Wars avatars?

#

i see the Kermit one a lot and can’t find it in the avatar worlds

long talon
#

couldnt you ask someone to clone off of them?

modest obsidian
#

idk how to even google this issue

#

how do I make the textures non see through..?

dry zealot
#

change the shader

modest obsidian
#

oh ok

#

thanks

#

I THINK I have it, what do I need to use to cennect this though, this is my only error

#

something needs to connect the uper chest but idk what

#

theres nothing listed as spine

#

Im So ClOsE iT hUrTs

#

someone halp

#

@wanton cipher I know you see this and you are probably laughing at my suffering

#

the exact error message

naive orbit
#

Would you be able to show your bone hierarchy in blender or whatever you use?

modest obsidian
#

I was doing so well and when this came along I never saw it coming

#

@naive orbit there

#

there is nothing listed as spine though

naive orbit
#

lemme open up Blender real quick to one of my models

#

normally the waist gets renamed to be the spine

modest obsidian
#

ok, so on this spine would be waist

#

so... does that mean everything needs to be moved over one?

#

like waist and waist one

#

please dont tell me I gotta send this back to blender...

naive orbit
#

I'm not entirely sure, 'cause obv we're using different models from different games

#

best thing to do it just try it

modest obsidian
#

try what

#

send them back and rename them spine?

naive orbit
#

I'd try either moving Waist 1 and Waist around, and then if that doesn't work send it back to blender yeah

modest obsidian
#

God speed. I hope I dont have to....

naive orbit
#

I've been doing Avatar porting for like 3 days now, even though it was a pain in the ass to learn blender and unity once you know the structure to the model it's not that bad

modest obsidian
#

what exactly should I be changing that spine thing to

#

because I only have waist and waits 1

naive orbit
#

thing is I'm not sure why there is a waist1

modest obsidian
naive orbit
#

That's the bones of one of my models without being re-named

modest obsidian
#

see?

#

thats all I have for that

#

Im ready to call Atlas them self and be like, Explain yourself!

naive orbit
#

I'd probably change just waist to spine, 'cause I don't really know what bone waist1 is for

modest obsidian
#

thats just a name change though right?

#

that has no effect.

#

unless I add a waist/spine 2

naive orbit
#

You are using blender for model right?

modest obsidian
#

Aha

#

I made waist 1 swap with bust

#

that MIGHT have worked

#

nope

#

hah

#

now I have a new error

long talon
#

leave upper chest blank

#

lol its 2017 again

modest obsidian
#

the game dont like that though

long talon
modest obsidian
#

ok I did that again

#

other error I cant seem to fix

long talon
#

I believe Tupper's old tutorial had a pretty good explanation on reparenting bones

#

haven't had to deal with it since I got CATS'

modest obsidian
#

send a link if ya can

naive orbit
#

God CATS is so useful

long talon
#

if you've been working without CATS' blender plugin this whole time

#

youre a saint and have too much patience

naive orbit
#

^

modest obsidian
#

ah ha ha

#

whyyyyy

dry zealot
#

cats work flawless most of the time

long talon
modest obsidian
#

I will watch that video and wake up at 6:30 and hopfully finish this tomorow

dry zealot
#

but some time you need to edit the bone name

long talon
#

most notably, it looks at rig structures for the most popular model import types, and fixes them for vrchat in one click

dry zealot
#

or merging them manually before hitting fix.

long talon
#

I merge after fix, I'm also becoming a lot more proficient at Blender, so don't listen to my advice.

modest obsidian
#

well Im callin it quits for tonight. so I dont need to restart

#

I just need to take the model and put it in blender, fix and send it back..?

dry zealot
#

you always need to do some edit in blender with allth e model

long talon
#

yeah, make sure the return label is the same, or else the post office wont take it.

#

if you know what youre doing, technically you DONT need Blender and CATS

#

but youre wasting immense amounts of time.

modest obsidian
#

I HAVE NO CLUE what im doing im just a dumbass with a 2009 mac

long talon
#

I had no clue what I was doing in 2017

modest obsidian
#

whos programed a app on google play store

long talon
#

keep at it and in a year you'll look back and laugh at how dumb you were

modest obsidian
#

its not a good app

#

ok thanks

naive orbit
#

I mean like in 3 - 4 days I've gone from wtf am I doing

#

to full tracking models with eye tracking and dynamic bones

long talon
#

I mean, I had to learn it all from heresay

modest obsidian
#

I feel bad for asking so many questions

long talon
#

back when I started, Tupper hadn't released all of his first gen tutorials, let alone the megatutorial

modest obsidian
#

so hopfully i get it soon

long talon
#

by the time he released the (now crazy outdated) megatutorial, I already knew everything in it and some more.

naive orbit
#

I also had to learn how to rip models from a UE4 game and use a blender plugin to import the PSK file

#

importing PSK files suck tho

dry zealot
#

easier with unity game

modest obsidian
#

and the CATS thing I just throw that where?

dry zealot
#

kind<s raid have all kind of anime style character with less then 10k. So its a win for the quest

modest obsidian
#

what sucks is i dont want to look like all the weebs on Vrchat but persona is one of my favorite game francises so Yuske is a good model

naive orbit
modest obsidian
#

Can I just send it to you and you send it back? you seem to know a thing or two. 😂

#

jeez. im doing so much better than before though

outer tide
#

How restricted are the particle systems on quest, havent got time to check them out myself yet.
eg can you still spawn around 200 local billboard particles, a low poly mesh particle etc.

modest obsidian
#

I have an idea. Anyone willing to screen share and help me out tomorrow? If you are send me a dm.

pale stream
#

You should google most of your issues first

foggy garnet
cyan spoke
#

Ooooh lovely vrclove

foggy garnet
#

Thank you! I'm still pretty new to pixel art, but it's been a blast to learn so far!

#

I'm really dreading the day I've gotta UV unwrap anything that isn't a square, though

cyan spoke
#

There are various techniques and tools for that of course, it's not as maddening as it seems... Unless the model is very complex

pastel storm
#

What are quest avatars?

cyan spoke
#

What do you mean?

pastel storm
#

I'm new to vrchat

cyan spoke
#

Oh- Quest Avatars are just VRChat avatars that are optimized to run on the Oculus Quest version of the game

pastel storm
#

Ohhhh

cyan spoke
#

Since it's basically mobile hardware, these avatars need to be simpler (less polygons, simpler shaders, etc)

pastel storm
#

I was always confused when i saw quest
Like i thought it was avatars you unlock from doing a puzzle or something

cyan spoke
#

Aaah legit question then 😄

pastel storm
#

Yup 😅

dry zealot
#

If youve saw some pattern for clothing its kind of the same @foggy garnet

modest obsidian
#

If anyone isn't busy later is anyone willing to screen share with me so nothing goes wrong again?

blissful notch
#

If you had an oculus rift then switched to oculus quest would it save all your maps, Avatars, etc. when you enter your account in?

pale stream
#

You wouldn't be able to use anything but yes

random badge
#

You would if they were all made cross compatible ofcourse though.

topaz vector
#

Anyone know the collider base settings to make my models hair interact with the floor?

#

Primerally in room of the rain

pure sail
#

Think I have encountered a bug. It wont let me upload because of this shader that it says it uses but if I change it to another it still says I´m using this shader in the upload window. Do I need to start over or something?

pale stream
#

you're most likely using it somewhere else

pure sail
#

It was. Had a object hidden which had that shader

plush bloom
#

What is with the error "unsupported shader standard"

long talon
#

Avatars require the use of only the shaders included in the VRChat SDK

waxen torrent
#

Specifically only shaders inside VRChat/Mobile/

plush bloom
#

Fixed it, thanks :D

#

quest avys are a lot easier to make than I thought

#

I wasn't even going to look into them but my friend decided to invest in a quest so 🤷

ripe oxide
#

Anyone know of any Fnaf pc or pc and quest friendly avatars?

rocky matrix
#

would setting "Quality" to 2 Bones in the Skinned Mesh Renderer be good for performance?

cyan spoke
#

Indeed but I'm pretty sure this is overridden by the actual game

#

It's not a setup that gets uploaded with the Avatar

rocky matrix
#

I wonder if VRChat enforced 2 bones it would perform better?

cyan spoke
#

I believe it's already on 2 bones on Quest

#

1 bone would look really ugly, 4 is heavy even on pc

dapper osprey
#

Are custom made animations on Quest-Avatars possible? Like tail wiggle or something like that? I assume the answer is no but this is not covered in "Quest Content Optimization" in the vrc-docs, that is linked in quest-info :-/

prime imp
#

Can we only use the standard shader for quest models? Could we use a double sided ones in case of normals that aren't visible?

random badge
#

"VRChat/mobile/" shaders only

#

if you have faces that arent visible, flip them in blender.

cyan spoke
#

More like, duplicate the face and flip it, to make it look double sided

prime imp
#

Alrighty! Thanks 😄

random badge
#

Thats if you want a double sided mesh yeah.

plush bloom
#

@ripe oxide I make fnaf quest/pc (crossplay) avatars with my best friend

#

You can dm me if you want

ripe oxide
#

@plush bloom alright i'll send over a pm lol

modest obsidian
#

can anyone just spot me while I atempt at fixing this model?

modest obsidian
#

OK how do I edit the direction of the bones without moving the model

#

google hasnt been helpful

#

I just need this crap moved straight instead of down

pale stream
#

You should probably look up a simple rigging tutorial for blender

#

Before doing anything

modest obsidian
#

yeah thanks I guess thats what I was looking for

dusty escarp
#

Anybody know of any jojo avatars

dry zealot
#

It wont be an issues in game but if you want. Go in edit mode while clicking on the rig. Select the bone and rotate them @modest obsidian

last jetty
#

@dusty escarp Type into the search Jojo Avatar World.

dusty escarp
#

👌

blissful sequoia
#

The porting my avatar to a Quest need a shader in the VRChat/mobile to support a transparent feature with a PNG image. I feel the porting difficult without it. I had already request to VRC future request site. Thank you.

dry zealot
#

No cutout or transparent allowed on quest

#

Cute the mesh to get the form you want.

#

Only some triangle are going to be addes. No big deal

#

Since you can to 20k

#

But its overkill

#

Try to keek under like 10-12 max. You dont need that much

#

But the fact the shader we are given are not double sided nake us use a little bit more triangle. In the end, I thinj this affect less the performance then an expensive shader.

#

Like 500 triangles more wont kill the fps is what I say

untold flare
#

Can anyone help me out finding these rad, unique, anime avatars for Quest? I JUST saw someone in the hub with a really cute anime avatar and I couldn't clone it.

#

And they were gone before I could say anything

untold flare
#

Yeah, that's rad. @dry zealot

#

I want to learn how to edit and make unique avatars but I'd like to know where you can get avatars other than the same old public avatar worlds.

dry zealot
#

Let me some time to upload couple other avatar like that so I can upload a map with those

dry zealot
#

I upload those a month before but since 5 k is not really the limit . I publish 10k less now.

hushed wedge
#

Careful, worlds have been taken down for having 15k poly avatars

#

Even though they haven't set a proper limit or even named a proper limit

dry zealot
#

I always publish avatar that are less then 10k. and they all look great

hushed wedge
#

Right but I can't help but notice they all have short hair ;)

dry zealot
#

no clipping

#

less poly

untold flare
#

I found some cool avatars!

viscid bloom
#

Hey, how would one go about making avatars for quest? And do you need a decent PC to do so? Because I have a laptop and it's not great...

long talon
#

The Unity editor runs on my shitty i3 laptop from 2012 with nothing but integrated graphics. you're gonna be fine.

viscid bloom
#

Okay that's about what I'm running to

#

Now I need to figure out how to go about thay

#

That*

long talon
#

you follow pc tutorials, but stay within quest constraints, and follow the instructions in the google slides in #quest-info to switch your unity platform to Android to upload for Quest.

pastel storm
#

the official word so far is that the limit will be even less than 10k

chrome girder
#

Where are folks finding/publishing Quest avatars? There’s not a ton of avatar worlds in the menu, but maybe they’re just not listed as such.

pastel storm
#

quest worlds with avatars that go beyond the un-told quest polygon limit are being taken down

#

good luck being anything other than an anthropomorphic banana

foggy quail
#

They said to shoot for 5k so that seems like a pretty good rule of thumb. This channel has several examples of decent avatars that are within that limit.

pastel storm
#

several made by professionals or people who spent an exorbitant amount of time on a single avatar

#

the barrier of entry is greatly increased for an unmeasurable performance impact

#

or just oldschool 3d game rips

#

or anthropomorphic bananas of course

#

the quest is fill rate bound

#

that's why fixed foveated rendering is forced on em

#

and why they don't get transparency

foggy quail
#

Lol, running things through the standard decimation modifier is not professional nor does it take an exorbitant amount of time. It takes a little forethought and effort, and frankly a higher barrier of entry is usually not a bad thing in games with user generated content. Otherwise the effect on performance is detrimental.

pastel storm
#

the barrier of entry even at 10k polys is high

foggy quail
#

Always assume everyone is going to create the worst possible thing. That's how those systems usually work.

pastel storm
#

in a room of 10 questlets with 15k poly quest avatars they noticed no performance impact vs a room of 10 otherwise 5k poly avatars

#

it's an arbitrary limit that doesn't really give them the performance boost that is expected

#

while making it much harder for them to find avatars and, arguably more importantly, pc users that they can see and interact with

#

the vrchat team obviously isn't convinced that 5k polys is enough either since they won't tell us the real limit they want to settle on, because they're still figuring that shit out

foggy quail
#

but they did give a number to shoot for, so it's best to get as close to that as possible. And as possible is not 20k

pastel storm
#

they're removing avatars with over 10k polys on quest when they see them

#

a number to shoot for doesn't matter, the limit does.

#

because they didn't give a limit and people were able to upload (without modified sdks!) avatars with however many polys they wanted for quest, people are now getting avatars taken away from them for not following as-of-yet-undecided limits

foggy quail
#

sounds like the issue then is that the SDK allowed it, not that the avatars are being removed

pastel storm
#

the sdk has been allowing it for weeks and they still won't give a number

#

one day questlets will wake up to see their own avatar they uploaded and they've been using with as much as 70k polys taken away "for their own good"

foggy quail
#

when they said outright that they figure an avatar for quest should be around 5k polys and you're uploading stuff with double that or more don't pretend like you're being blindsided when it gets removed, tbh

pastel storm
#

replace a few words with "pc" and "32k" and re-read that

#

when the pc limit is 70k.

foggy quail
#

Not all PCs are created equal. When you get a limit for a platform with a hard performance ceiling the limits are much more stringent

pastel storm
#

a guy with 3 million polys using a god damn table as an avatar in the hub didn't drop me from 90 fps and i'm not on insane hardware

#

15k vs 5k poly avatars have no impact on quest

#

they drop down below 40 fps with 10 people in a room regardless

foggy quail
#

Then take it up on the Canny and until they give you a hard limit don't complain when you don't follow the guidelines they did already list

pastel storm
#

i already complained directly

#

they told me they dont know the limit yet, that's why -we- don't know

#

we know the limit isn't 5k

chrome girder
#

🤷‍♀️ I was just curious where @untold flare found that one they posted.

untold flare
#

It was a new avatar world. DM me to remind me and I'll send you the name when I can look again. I'm in bed right now. Or freind me on VRchat RonnieFoxxx.

#

@chrome girder

chrome girder
#

Will do. 😃

full gazelle
#

Question about quest models. So if upload the same model in both Android and PC plataform with the only difference being that the shader used for pc is a custom shader and Android is the vrchat mobile shader, will quest players be able to see my model still? And will pc players see my model if I uploaded to pc using a custom shader?

viscid bloom
#

A few of my most stable avatars on quest are up at 20k that I have found. And I have been in a room where everyone copied them and we had 10 people, only then did it start to stutter a bit. But I have also been in a room where there was 5 of us and a terrible looking avatar with 3k poly crashed the game for a few people.

full gazelle
#

Well I'll try to see how it goes

pastel storm
#

the one seth posted is from an avatar world with 20k poly quest avatars

#

they'll be removed just like mine were as soon as someone decided to report it. i didn't

topaz plume
#

removing choice from quest users?

pastel storm
#

on pc if an avatar lags us we hide them, on quest the devs hide it for you whether it lags you or not

topaz plume
#

thats cuz the quest cant handle it

pastel storm
#

people make quest avatars that don't lag quest users but are above the as-of-yet-unnanounced limit

#

scroll up like 5 lines and read what Genesis said

#

i've had the same expeirence in rooms of quest users using 15-20k+ poly avatars

#

i know quest users that use 70k poly count avatars by their own choice.

topaz plume
#

🤷 dont make the rules

pastel storm
#

i know, but the people making the rules need to know that their rules are arbitrary and harmful.

topaz plume
#

i mean there must be a reason for it

pastel storm
#

their reason is performance, they say they did their own testing, but ignore the testimonials of quest users using these avatars

topaz plume
#

highly doubt they r just slapping around limits for no reason

pastel storm
#

we had 20k polycount limits on pc for a while until they decided 70k was good

#

that's a huge range

#

so they have a history of being indecisive and arbitrary with this sort of thing

#

the feedback should be important

#

there are things that really do impact performance that isn't moderated as it should be

#

poly count isn't one of them

#

but the barrier of entry at 5k is simply obscene

topaz plume
#

no max poly count has been announced, 5k is recommended

pastel storm
#

they act on an internal unannounced poly count limit

#

they removed my world of 15k poly quest avatars

#

specifically for "excessive polygon count on quest avatars"

#

and last i heard they've decided it will be under 10k as well

#

even if they decide on a very low limit, they need to have announced that before people started uploading stuff, because it's become a waste of time

topaz plume
#

i agree with that but as u said "and last i heard they've decided it will be under 10k as well" but yet u had a model that was 15k?

#

so u went above the "count" anyway

pastel storm
#

i got that info afte rthey removed my world.

#

by complaining to them for hours about us needing to know the limit

#

anyone making quest avatar worlds now with avatars higher than 10k is gonna lose those

#

but none of those creators know that

jaunty tartan
#

Oculus recommended polygon limit for Quest is 100k. It just won't work right with high-poly avatars in worlds other than simple box.

pastel storm
#

go to the box on quest and watch as you lag more with default pc unloaded avatars than you do with 15k poly visible quest avatars

#

and ask yourself what the real problem is

jaunty tartan
#

It not lagging more with default pc unloaded avatars

pastel storm
#

all i've heard from quest users

hushed wedge
#

The real issue here is that they refused to give any limits other than "lower than 20k" but still end up taking down worlds over it because of hearsay in another Discord that some of the game's moderators are in.

#

I have a 6k poly avatar, is it safe? Who knows?

jaunty tartan
#

5k is safe

long talon
#

I still expect 7-8k

pastel storm
#

they've been clear 20 is too much since the beginning

hushed wedge
#

These weren't 20k as far as I know

#

This headache could have been avoided by just saying "5k is the hard limit for now"

jaunty tartan
#

https://docs.vrchat.com/docs/quest-content-optimization
Avatars
The same general rules apply for avatars that apply for worlds. Keep in mind that you may have 10 or more users in the same room, so you'll want to budget your triangle usage pretty heavily. We recommend that you aim for 5,000 triangles for your avatar.
A hard polygon limit will be established in the near future for VRChat Quest avatars. It will not be much higher than 5,000 triangles, hence our suggestion.

hushed wedge
#

You can always relax the limits after that, if even necessary

pastel storm
#

sure but, 'keep it around 5k' is pretty easy to understand

#

"aim"

#

"not much higher than"

#

"our suggestion"

hushed wedge
#

It's subjective language, if you start taking down worlds over it you can't be subjective.

#

They don't seem to be taking down 6k poly avatars, so it appears 5k isn't a hard limit for public usage

pastel storm
#

the manner in which my world was taken down was extremely unprofessional too

#

the email was official but the convo of this guy reporting it and the mod's thoughts on it? not so much

hushed wedge
#

Well the mod in particular also spread misinformation about some shaders lol, so I'm not surprised

#

Anyway, I think they should just establish a hard limit. Even if that limit is 5k, that's better than the current situation

pastel storm
#

^

hushed wedge
#

And I don't think 5k is a bad limit for mobile-optimized public avatars

pastel storm
#

because at least then the people who can't do 5k (like me) wouldn't waste time trying to do 15 or 10

#

read some previous posts ... okay I understand why you're not happy with the way it went 😐

#

it was all done backwards, that's all. we need hard limits before we make content, not after

#

and what if they decide that the limit is higher than the worlds they removed had?

full gazelle
#

I just deleted a few models in my quest world to lower the poly count

#

got scared for a second

pastel storm
#

you wouldn't get banned or anything

#

you'd just have either the world taken down til you removed them or lowered the polycount or had them set to private (or both)

pastel storm
#

reminder that crossplay uganda with the quest knuckles avatar with over 10k polys on quest is still up and has been for weeks and my loli quest avatar world got taken down within 4 minutes of being reported

amber crater
#

I'm in the middle of making an avatar and a hard limit or more concrete information would be helpful

#

I'd like to keep things optimized given that I'm on Quest and don't want to kill my battery by my own doing, lul

long talon
#

5k or less. just. 5k or less.

amber crater
#

Damn tho. I'm at 10K

#

I have sum work 2 do

pastel storm
#

here i am in a world with 3 quest users

#

3 pc users

#

all the quest avatars have 20k polys, mine has 10k on quest, the other pc users have 20k and 100 polys.

#

the quest users don't want 5k poly avatars, these are what they want

blazing meteor
#

10K really feels like too much

#

I wouldn't have a problem with 5K being a hard limit, 7.5K tops

long talon
#

the quest users want avatars that look good, if you know what you're doing, the difference between 5 and 10k is barely anything.

#

fite me

blazing meteor
#

Sure the quest can DO it, but I'd rather have rooms with more people than more polygons

#

You don't need 10K to look good

long talon
#

well rn, vrchat quest kills itself with 10 or more users in a room

blazing meteor
#

You need 10K to decimate something down to 10K that still is crazy unoptimized

#

but yeah 10K is too much and should get blocked on the uploader. That's just my opinion..

floral gust
#

This is such a mess.

full gazelle
#

I keep my Quest models at an apparently excellent perfomance

#

Not that it matters so much since even if the model is 32000 poly it stills says that the performance is excellent

#

But I know that the poly count is not legally allowed by our devs to be that high

#

So I keep it at 12k or below

pastel storm
#

"high poly" avatars for quest: 10-20k polys, their fps for the 3 quest users was 35-55

#

we all swapped to default public 5k avatars:

#

their fps: 25-45 between the 3 of them

#

literally worse performance with lower poly (and even lower bone count!) avatars.

#

those quest users will come here and tell you themselves

vale fog
#

I’ve had zero issues world hopping with nab. I’m not familiar with screenshots on the quest but the rates varied with the high poly avatars from 45-55 and on the switch mentioned previously- frames dipped and did not recover.

long talon
#

screenshots are done by pressing oculus, going to sharing, then take photo, it dumps you back to the game and takes the pic after a 3sec countdown

vale fog
#

In other instances in the week and a half or so of play thus far:
I haven’t really had any major performance issues with a 10-15k avatar whatsoever. If the world was optimized I had no problem. No Frame dips, nada. I’ve even tried open mic on the quest with 12 users all random polys low to high. No issue.

long talon
#

I try to take a neutral stance in this debate, and at the end of the day I just hope for everyone to have fun. but I still think everyone should be able to get down to 5k

#

imagine, if you did all the things you do to optimize your avatars at 15-20k poly

#

but applied those things to 5k avatars

pastel storm
#

@fluid kiln

#

you need to get your boss or whoever to see these quest user testimonials asap

#

so they don't lose their avatars

long talon
#

oh man he pinged tupper.....

full gazelle
#

uh

#

I try to keep the models I upload to public as optimized as I can

#

But when I see this

#

it hurts

#

really bad

floral gust
#

Getting to 5k polys increases the difficulty for avatar creation, shrinks the avatar and creation community, and limits the models that can be decimated, because many cannot naturally be brought down that low.
Asking for only scratch creation models is overly high demanding.

full gazelle
#

It requires more time for sure, I take it as a challenge

long talon
#

same

floral gust
#

Either way not everyone can get models down that low or even model from scratch, still too overly demanding.
It may be a "Challenge" to some, but to many its not worth the effort and kills the creator community, atleast the quest creators.

long talon
#

I suck at 3d modelling, Im definitely not the best of avatar creators

#

and I did it....

spare flume
#

So I’m a quest user and I’m with a group of people and we tested out how much frames certain avatars have. And we found out that ones that have more polygons still work better than the public avatars.

pastel storm
#

<@&378256373701410817>

#

read these quest user's testimonials!

floral gust
#

Not saying its impossible, just saying that makes things much more difficult.
And no matter what tons of people just wont go through that trouble.

pastel storm
#

@fluid kiln @pale stream

pale stream
#

yep i got the first ping

#

We constantly read all the feedback we see and receive across all social media platforms, but thanks for letting us know

white seal
#

The avatar performance levels displayed right now are for PC, definitely not applicable to Quest.

pastel storm
#

i know the polygon count limit is an ongoing debate internally so this is vital feedback so that you don't make a hasty decision that's not informed by as many quest users as possible

white seal
#

20k is far too high for Quest avatars, the strong, strong recommendation is to aim for 5k and it remains that way.

pastel storm
#

these users got better performance regardless of the higher polycount (and bone count for that matter but not nearly as important to fight for)

#

and we're all in a world that got removed from public due to the polycount

#

as far as im aware, one of the very few quest avatars worlds that has been removed so far

#

we don't need to fight for 20k, but we've been benchmarking 15-20k poly avatars in 'large' groups (full room of 8-10) with no issues with many quest users

shy pike
#

5k is the recommendation, not the limit. please try to aim for that area

pastel storm
#

if one of you would even like to come and sit here with the quest users feel free

long talon
#

have a friend who was worried about being like 5.6k

#

told him that he was fine.

pastel storm
#

triping you're on my friendlist so you should be able to join me even though it's full

spare flume
#

We had better frame rate with avatars that had more polygons than the public avatars

long talon
#

I will repeat what I said earlier

#

imagine, if you did all the things you do to optimize your avatars at 15-20k poly to make them somehow run ebtter than the publics

but applied those things to 5k avatars

viscid bloom
#

Was just in a room with 6 quest users all with 15k poly avatars and no lag until a PC user with that default skin came in

pastel storm
#

one of the quest users tweeted at vrchat

#

he wants someone to talk to him there since he can't get on here

shy pike
#

thats great, but, that's about 18 people worth of avatars at that point

viscid bloom
#

15k isn't necessary, but I have never had an issue with 10 people all running 10k avatars, and even just being in a room with the PC default avatars, it lags past 8-10 people.

pastel storm
#

"only 18 people"

#

how many people talk in this room every day

viscid bloom
#

Also why can I not find a quest compatable Link avatars anywhere

#

There, last edit I hope

pastel storm
#

imagine telling a slow moving chat room of people who are complaining to you about losing avatars that hundreds of people use ingame that "only 18 of us" were here complaining

floral gust
#

"Strong recommendation for 5k polys"
So strong that we remove avatar worlds that are not 5k. lol like i said what a mess

shy pike
#

you seem to misunderstand what I said

#

6 users at 15k poly is worth 18 at 5k

viscid bloom
#

@pastel storm fairly sure they meant that the 6 people at 15k was like 18 people worth of poly

pastel storm
#

if you're measuring performance on poly count only yeah that 'adds up'

#

but why did these quest users -all- have more than noticable increase in frame rate in a room of 7 15-20k poly avatars than 7 5k poly avatars?

viscid bloom
#

6 giant DVA were causing issues though

pastel storm
#

could it be that polycount isn't a metric for the devs to decide which avatars should be available?

#

limits are fine. arbitrary ones that disproportionately removes choice while not adding any performance for users, are not.

#

delay your final decision on the polycount limit if you need to, but take these things into account, do some real hard testing, not just an arbitrary 100k poly per scene reccomendation from oculus

#

on PC we hide avatars that lag us - even ones that are WITHIN the poly or other limits

viscid bloom
#

I feel that should be a big part of it to, showing quest users we can hide avatars that cause us issues.

pastel storm
#

why can't quest users make that decision for themselves with reasonable limits too?

viscid bloom
#

Still have a limit but

pastel storm
#

not one quest user i've seen has preferred some 5k model they found over a higher quality and still optimized higher poly model

shy pike
#

on a world, you can make your own choices to have a bad laggy world

#

but an avatar you take everywhere

fluid kiln
#

Thanks for the discussion in here. As has been stated to you multiple times, the hard limit for triangle count on Quest avatars is forthcoming. You did note that it wasn't clear enough that content will be set to Private if it violates our recommendations by great amounts, so I made changes to our documentation as a result.

Just to be clear, we don't have a precise "hard limit" number just yet (although I expect it pretty soon). I wouldn't be surprised to see it around the 7.5k range.

#

This is based off our own testing, Oculus' recommendations, and other factors. As we've noted in our documentation, our "limits" are intended to be restrictive at first, and we'll have the opportunity to raise them later if we see fit.

pastel storm
#

7.5k is unacceptable to the quest users and they'll tell you that themselves based on -their- own testing.

viscid bloom
#

Most of the good avatars I have seen have been under 7.5k so that I'm pretty happy about, it's just most of the 5k ones I have seen were N64 looking ines

#

My favorites have been closer to 10-15k but

fluid kiln
pastel storm
#

you are a professional.

fluid kiln
#

I didn't make that, but I'm flattered!

vale fog
#

Where is that one available?

fluid kiln
#

Booth

shy pike
#

7.5 is the top limit of what I would ever recommend on an avatar

viscid bloom
#

To be fair most avatars should strive for optimizations

pastel storm
#

if you or what ever other professional would like to spend all their time making avatars aka content for YOUR game then they can

#

but those people aren't doing that

viscid bloom
#

That sounds like a them problem if they won't optimize their made content though

pastel storm
#

the quest users themselves should decide what to do with laggy avatars, not that any of them have ever expressed a high poly count avatar alone doing that

floral gust
#

Lol and that model on booth is 50 jpy not including the different hair

pastel storm
#

we can hide avatars that lag us on PC

fluid kiln
#

Creating content for mobile VR is hard. We've noted that multiple times in documentation, blog posts, dev videos, and other locations. You're taking on a hefty challenge by choosing to create Quest content, but the results can be extremely high quality while being very performant.

pastel storm
#

50k jpy you mean cry?

floral gust
#

no its 50 japanese yen

shy pike
#

heres a little secret. a professional modeler can make amazing content at 5k 😉 its the crap MMD avatars all over DA that will never look good at that range

floral gust
#

or well 50 usd i mean

pastel storm
#

creating content for mobile VR is not hard when you allow users to decide what content is causing performance loss

#

find quest users ingame

#

go talk to them

fluid kiln
#

MMDs in particular were never meant for use in real-time rendering (in other words, a game). Keep in mind that MMD is intended for "animate, then render a video". The fact that people use it in VRChat is already pretty crazy.

long talon
#

Ive literally been telling people big big max would be 8k, but to aim for 5k

pastel storm
#

don't just use whatever internal testing you've done

long talon
#

the whole time

#

the whole god damn time

pastel storm
#

because you're testing is wrong

viscid bloom
#

What is MMD?

pastel storm
#

what other reason would 3 quest users all together get 10+ higher fps with 3x as many polys rendered

fluid kiln
#

Would you mind running the profiler on your Oculus Quest and tell me your frame timing on the Camera.Render job when you have 5 15-20k polygon avatars in view?

pastel storm
#

than your public available quest avatars

long talon
#

MikuMikuDance, dance animation software mostly used for vocaloid videos. it's custom model format is very unoptimized and only made for high quality renders

pastel storm
#

fuck the profiler, go ingame and try it out

long talon
#

that's MMD

pastel storm
#

you can't be serious that all you do is run a profiler

#

that's not real life

fluid kiln
#

You trust eyeballing your framerate over the game engine telling you how long it is spending on rendering the view?

shy pike
#

yeah, the profiler shows all. your in game hang out test means nothing