#avatar-quest

1 messages ยท Page 29 of 1

pastel storm
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that's really awesome and you did a great job @twin pebble

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but my worry is that people like you will be so few and far between that quest users will have a hard time finding content

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(if there's really such a strict hard limit in the future i mean)

velvet portal
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I'm sure everything will go smoothly during the months and it'll be more

pastel storm
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once a number is set it will be very hard to get that changed by players

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months of very little content during the launch of the quest would be killer too

velvet portal
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Yeah..

pastel storm
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luckily there's -no- limit right now and tons of quest people love it

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the longer this goes on the more upset they'll be when it's taken away, too...

twin pebble
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well.... in IDEAL circumstances, everyone airms to make better and more efficient assets. so everyone can enjoy a high frame rate experience.

pastel storm
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i have seen very few quest avatars that didn't at least aim for a lower poly, material, etc count

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as far as poly count alone, quest users tell me they experience more problem with many avatars that are even down in the 2k poly range, dropping their fps 30 or so by themselves, than any 60k+ poly avatar they've seen

twin pebble
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higher polys though, means higher data storage when it comes to blend shapes.

pastel storm
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without crazy texture sizes and 50mb flac files shitting up the filesize of avatars i haven't experienced any crazy large avatars

next trench
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I'm really not worried about Quest content availability. There's tons out there already that'll (very likely) be safe when hard limits are put in. And people seem to think that Quest users will never become creators themselves. 20k 10 material avatars may seem fine in Quest but get a few of those avatars in a world and Quest performance tanks badly

pastel storm
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i had my world taken down -already- for being above a limit that hasn't been implemented

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we were testing the cumulative effects of it actually in the world before it was made private

twin pebble
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people dont understand that each material node and each mesh node = 1 draw call each

pastel storm
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with 8 users all using 15k poly avatars they had better performance, all of us standing in front of a mirror too, than with 5k poly avatars. i can't explain it, but yeah. all the avatars had 1 material, etc

twin pebble
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so a 1 mesh with 10 materials = 10 draw calls.

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5 avatars each of that = 50 draw calls.

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you only get like...200 draw calls per frame before frames have to start dropping

pastel storm
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there's never a reason to use more than 1 material on quest anyway unless you need more than 1 shader, which, without transparency and stuff, is kinda unnecessary

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the biggest complaints i've seen from quest users are from the big orange tiger (a 2k poly avatar) and the dva one (i dunno how many pols that one is). the dva one is very large, and they specifically said they always drop when large avatars are around

next trench
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It's probably my DVA. She's under 5k ๐Ÿ˜ƒ

pastel storm
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i'm not sure why that might be, besides a fill rate limitation maybe

next trench
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1 material too

pastel storm
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under 5k but bad for performance

twin pebble
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when i replease my ungada shiba publicly for quest. we'll see if people complain.. if they do then its on the quest istelf

next trench
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She has two stations. I have no idea if stations have any significant performance impact honestly

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But I've had 6 of her on my Quest in one scene without an issue, so shrug

pastel storm
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there's some avatars that spam particles on quest too

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theyre 5k polys but...

twin pebble
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issue being with user generated content, is everyone has to put in the work. ... most people dont put in work...

pastel storm
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right but if people put the work into the wrong place then they can end up with worse performance than if they didn't do anything at all!

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so if people do nothing but focus on '5k polys' and '1 material' but end up creating an avatar that somehow harms others' frames more than a haphazardly quickly decimated 15k poly 1 material avatar, what was the point?

twin pebble
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its because people dont understand what they are doing.... ๐Ÿ˜’

pastel storm
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yes, and that's gonna keep happening and it will be blamed on 'quest being too weak' when it runs 70k poly avatars now just fine!

next trench
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I mean the best they could (and should) do is reasonable hard limits. Even if the hard limits are too strict, it means an overall better experience. Even if you're running 10 avatars that are well optimized in a reasonable world on Quest, you'll still see slow-downs to IK update rates. Best to put hard limits on polys, particles, and anything else that impacts performance

twin pebble
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yes, however, it should have been implimented originally. a LOOOTT of original creators in the early days of VR chat left because they were tired of their hard work breaking.

next trench
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Yea, I agree. Though honestly, not too different than the limits they (temporarily) put on pedestal avatars. I had to cull like 9 months' worth of older avatars before I knew as much on optimization, lol

pastel storm
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i know i won't be capable of making avatars if the limit is 10k

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15k sure

next trench
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Breaking a month's worth of Quest content isn't a huge deal, it's unfortunately expected in a game like this

pastel storm
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we can support alternative optimization methods though

next trench
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Best to rip the bandaid off for the long-term health of Quest IMO

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And not wait years like with PC

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Well, sort of cause still not much hard checks with PC avatars

twin pebble
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its really community driven

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just encourage creators and everyone to learn proper techniques

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become wizards!!

next trench
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Yea, for sure. I mean honestly a lot of people won't want to learn without hard checks, or comprehensive in-game options for blocking low-performing avatars. My optimization was pretty meh before it was hard-enforced for public pedestals

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Even though it's super easy to do the basic stuff on PC, I was just too lazy until forced to

velvet portal
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omgg yayyy i got my avatar to all greennn ๐Ÿ˜ญ

foggy quail
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You shouldn't need identical UVs for projection baking o.O or at least you don't in Blender. I converted some meshes I made for a body in SL to my own avatar specifically by redoing new UVs and projection-baking the textures and such across. I used it to redo the textures for my hair, too.

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so that I could shift some UV islands around

velvet portal
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I'm uploading an avatar thats 26k to quest @pastel storm as i said before, my friend uploaded 50k just don't gi crazy with effects and particles

foggy quail
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don't be surprised when it gets removed is all, really

velvet portal
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it's a test anyway

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many avatars (for quest) ive seen on vrchat has visemes and expressions so hope that stays

twin pebble
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and im getting tired of the whole "polygon count doesn't impact performance"
yes... polygon count BY ITSELF doesn't impact performance much... but then you through in skin weighting and weight tables, blend shapes for visimes, the amount of UV seams. then have multiple people with high poly avatars in a world and it can add a lot

distant nymph
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@velvet portal visemes and expressions are there to stay, but poly count, who knows

velvet portal
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ahhh okayyy

distant nymph
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I wonder how much deleting unused blend shapes impacts perf

velvet portal
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yeahhh qq

golden stream
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The quest will always be a pain in the bum to develop for. I wish they could've gotten a Snapdragon 855 in it.

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In theory the 855 would have near double the CPU & GPU power of the 835.

sharp spear
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That steep an improvement?

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Unfamiliar with mobile chipsets

pastel storm
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@twin pebble it's just strange that 8x 15k poly fully blend shape features, weight painted, etc, 1 material, 100+ bone avatars had a smaller collective performance impact on 8 quest users in one world than each of those quest users using a public list avatar that was curated by the devs as being perfect for quest users.

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i know it's hard to believe

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that's precisely why i say 'its strange'

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there are other factors at play that simply aren't being taken into account when the limits are being decided, that's a problem!

twin pebble
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@pastel storm those avatars weren't curated by the devs. There was a call out to the user base to submit cross platform avatars for default. I doubt the devs went through each one with a fine tooth comb

pastel storm
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whether they checked performance impact of those avatars or not, it's messed up. if they did, then they underestimate what the quest can do. if they didn't, then they shouldn't be responsible for setting strict limits

sharp spear
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Surely they were given a look

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although you aren't saying they weren't

golden stream
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@sharp spear I don'y have benchmarks in front of me; Keep in mind 835 is two generations behind 855.

sharp spear
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Two generations; substatial, mate

pastel storm
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this whole argument stems from the fact that no single aspect or even combination of aspects is enough to simply across the board say "this is the limit for x y or z"

twin pebble
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how much power does the new sapdragon 855 consume and how much more expensive is the chip

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because more power consumption would requre shorter play time, or larger battery. that equals more weight and more costs.

pastel storm
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the quest is very capable and can do what it's asked to for vrchat

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as long as people take some optimization whatsoever into account, something they should be doing for PC but often don't

golden stream
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The 855 consumes less power than prior 845.

sharp spear
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ppw improvement then

golden stream
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20% less according to anandtech

twin pebble
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the fact of the matter is Occulus is trying to grow the ecosystem of VR to more convienent and acceptable levels. And undo the damage that Gear VR and Google Cardboard did to public reception of VR.

golden stream
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I assume they went with the 835 because of cost.

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Qualcomm clearing their stock; Good deal for both

twin pebble
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currently VR has the same opinoin that google glass does to people on the outside

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a cheep gimick

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we either work together and work with the devs to optimize our avatars to provide the best experience for people brand new to vrchat. or we continuously debate.

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im willing to help you all learn.

pastel storm
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i do want to work with the devs to find the right solution

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some strict limit that disregards everything else, including performance in a literal sense, is silly

twin pebble
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๐Ÿ˜ try working in mobile games before unity was big

sharp spear
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Curious if there's a factory OC on this chip at all

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Although power cost calc might not make sense

pastel storm
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the quest already thermal throttles

twin pebble
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im very sure you can make a much more optimized and performanced game if you know.....coded your own engine to work with the specific hardware

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๐Ÿคฃ ๐Ÿ”ซ do that then we can talk about strict limitations ha ha

sharp spear
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People'll do that wide-scale if demand for Quest titles specific picks up; headset adoption specific to the Quest. - People leanrnt to hardware-optimize for Xbox 360 and PS3 like nothing I've seen in a long time. Compare early titles to late, that many years down the pipeline and it's miraculous.

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Unless you're talking less low-level on that optimization ^^

twin pebble
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rule number 1 of coding your own game engines:
dont do it

sharp spear
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Stand on the shoulders of giants; don't reinvent the wheel unless necessary

pastel storm
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I posted a tip for less noisy artifacts on textures in #world-quest that applies to avatar textures as well, choose ASTC 4x4 compression for textures that need it, more details in the other channel

shy pike
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@pastel storm are you aware most Mone developers suggest a budget of 100k poly total in a scene, and that's not even counting skin mesh renderers. The world suggestion, for a good world, would be 50k. Now, you can get more through good occlusion sure, but, say people follow they limit and a world is around 40-50k poly. That leavea room for 10 people to be around 5k-7k poly and be with budget. These budgets probably are too high too since they aren't for vr, but, we can probably make up for that because quest has cooling, giving it significantly better performance, probably equalling out and loss in performance from making it vr, maybe

pastel storm
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^ yeah and single pass stereo helps too: the quest loads mesh, shaders and textures and draws both eyes before loading the next batch

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instead of doing each eye batch for batch separately

pastel storm
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"suggestions" don't matter when actual measured performance contradicts it so significantly

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@fluid kiln "On VRChat for PC, the Minimum Displayed Performance Rank is set to โ€œDisabledโ€ by default. You can choose between โ€œMediumโ€, โ€œPoorโ€, or โ€œDisabledโ€ options." we can't choose 'very poor'?

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or am i misreading

fluid kiln
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No, that wouldn't make any sense.

pastel storm
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ok i misread

fluid kiln
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Choosing "Very Poor" would mean that the minimum rank you want permitted is "Very Poor", which is the lowest rank

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which... won't do anything

pastel storm
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"disabled" would mean basically no poly limit for quest, huh?

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oh

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guess i shouldve kept reading

fluid kiln
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If you continue reading, "Disabled" is not available on Quest.

pastel storm
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guess there goes my avatar world

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i like these improvements even though they weren't everything that i could have hoped for, good job @fluid kiln

long talon
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oh shiiieeeet, so max top is 10k. hail based tupper.

pastel storm
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do you have news on when the new SDK is coming

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or will we not have to update it

fluid kiln
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There will be a new SDK with the next release.

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hard limit is 10k, but you won't see those unless you change your minimum limit

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so best to aim for 7.5k so you don't have to tell every user "please change your settings"

pastel storm
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renaming my world to loli quest graveyard

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7.5k is so prohibitive i'll do it for a few personal avatars at most

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biggest bonus in this system will be disabled components counting

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autohiding very poors should prevent crashers almost entirely

mellow plank
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Ive done testing to where an 48K poly avatar works fine on quest with no issues. 8 people in 1 room. So that 10K should be raised or allow the ability to see very poor.

north ivy
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8 48k avatars?

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what about 16 48k avatars?

pastel storm
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16 pc robots dorp them to 20 fps regardless of the poly count

twin pebble
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Ha ha!! I knew it!! Ha ha!! This is why you ad here to the lowest denominator in game dev. ๐Ÿคฃ salutes @fluid kiln uganda shibas are gonna go live hopefully tonight.

north ivy
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๐Ÿค”

mellow plank
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The limit being that the 48k is private and yes i do agree that it should be limited, but still i say that if it can handel it at all....then how is there already a problem?

next trench
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The limits are very reasonable. I mean, 5k was the recommended target anyways, it shouldn't come as much a surprise for peeps doing development ๐Ÿ˜ƒ

north ivy
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It's all in service of having as many people in a world as possible, and not having that world be a box. ๐Ÿคท

mellow plank
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13k id say as most models are / should be that range anyways.

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10K is good but 13K is better...with debates of course.

viscid bloom
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I have seen great stuff under 10k so I'm happy if that's the limit

twin pebble
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I just have to figure out how to get there delorean quest version. To the puppy factory I go!

prisma pine
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so having a tail wag will drop you to poor, because you have 2 animators, making the avatar disabled by default.
but if someone has animations disabled in safety settings, that will disable that animator.
will that setting be reflected in the actual performance rating logic, so that users can see avatars that fit in "medium" perf rating with the disabled animator?

twin pebble
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I'm going to be looking at any racing game in N64 for inspiration

mellow plank
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Mickeys Raceway

pastel storm
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im just wondering if there will ever be a quick way to switch to quest uploading with the same SDK, but just like a "switch profiles" kinda thing

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or maybe that's a difficult task, idk

fluid kiln
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its kind of a Unity-level thing

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and is base to how building for different platforms work

pastel storm
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its the main reason I see a lot of my friends not uploading to quest, "too lazy" to switch or set up a diff version of unity for it

twin pebble
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Quest has no time for lazy peeps

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Adventure awaits!! What is your quest?

fluid kiln
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If you keep your project clean its really quick to swap

pastel storm
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then again, quest users have trouble loading in a lot of grey robots sometimes so maybe a lot of people without optimized avatars is a good thing lol

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muh snapdragon

long talon
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Yeah, Thats my main issue rn, I have like 4 worlds, 60 avatars and shit tons of addons and shaders in one project....

twin pebble
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I smell morr buisness opportunity. VRC_Kiss VRC_Money

pastel storm
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I smell a burning snapdragon processor

long talon
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well lots of people with greybois laggin I think comes down more to other parts of vrchat still needing optimization

next trench
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I've just maintained/created two separate projects. Converted a base project over and just trimmed it down and edited from there

long talon
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I really really need to learn the githubs

pastel storm
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honestly tho half the quest users ive seen still dont know the quest has a mic so

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maybe they need a bit of support

velvet portal
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it does

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o

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lol

twin pebble
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@pastel storm lol. Most quest users I've ran into, if they figure out the Mic, conversation mostly goes as follows: "oh. Shit dwag.woah dude thus is weird. Uh hey, uh there is this dog talking to meh. Ah ha. Dude."

pastel storm
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@twin pebble YES LOL

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"woooah this is weird"

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that's all they say

twin pebble
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I walk up talk to them. "How's it going?" And i get back. "Whoa! .. Wtf yo dwag its like ah Disney cartoon or sumthin."

long talon
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I think I've only met one Quest user who didn't know they had a mic.

pastel storm
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@twin pebble and they take like 20 seconds to respond

long talon
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I should add a sign to my avatar that says "hey! you have a mic! (it's okay if you wanna stay mute)"

twin pebble
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I honestly like those interactions ans like giving newbies a tour

viscid bloom
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I must be an odd quest user

pastel storm
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@twin pebble its like theyre on a new planet

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they act so weird about it

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and theyre so fascinated by everything

inner wolf
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first vr experience

chrome girder
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Anyone know what has to match between the platform versions of an avatar? Is it just the armature?

twin pebble
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@chrome girder amature and avatar descriptor

chrome girder
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Shiny. Just curious. I uploaded the Quest version on both slots and that was fine, but thinking about reworking the PC one.

long talon
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well, general armature

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any bones used for IK essentially

long talon
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I've just been hacking at it with no success

fluid kiln
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Convert to quads first

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Will be much easier as quads

prisma pine
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alt+J

prisma pine
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however those won't easily convert to quads
easiest way would be to move the verts by hand
there are like 10 you need to move or merge

long talon
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I subdivided where needed and got it mostly fine

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now uhhh

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Also, currently the only way I know of to get the blink shape key to render the eyelids with the eyes closed is duplicating the faces and flipping the duplicate, but that doubles the polycount for the eyelids. and Im going for as low as possible.

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I considered redoing the blink shapekey so that I actually move the eyelid down manually like most models, but I like having it swing...

velvet portal
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omgg that avatar is soooo cuteeeee

pastel storm
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maybe the tester requires the 2 extra shape keys lowerlid_left and right

dry zealot
gilded surge
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Wow niceeee

cyan spoke
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Thatโ€™s friggin great, love the outfit! ๐Ÿ˜ฎ

dry zealot
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Maybe upload a naked version to rival pikapetey dogo

errant dirge
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Heads up. Standard lite shader does not respect reflection probes and possibly also light probes in worlds.

pastel storm
wraith ocean
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K

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I need help porting mine to quest

pastel storm
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@long talon i -feel- like i could get eveyr avatar i've down down to 10k but i dont think i'm gonna do it

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because of this cheap trick

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also i dont think the re-time thing does anything

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it's all about not decimating things more than once and being cautious to check the damage on the movements

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with that i think anyone can get their avatar down to 10k at least, maybe 7.5k with more time

long talon
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for the record Ive been lurking here for a good while

dry zealot
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Fix the shadow on avatar

long talon
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thats just how toonlit shows on pc

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its dumb

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I keep an eye on all the quest channels.

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also nice delete

pastel storm
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Well damn

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Imagine lurking a dead chat

dry zealot
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Its on you light option .put all on the max @pastel storm

long talon
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making a single directional light in unity just brighter than 1.0

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causes toonlit to overexpose

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not remove shadows

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you need lights from all directions

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or area lights

pastel storm
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my fingers are a bit scuffed (i decimated and got rid of the joint areas) but otherwise i'm quite happy with it

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i don't have to see the fingers myself so that's whatever

dry zealot
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I say that just for the oreview photo of your avatar

pastel storm
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that's ok i don't mind the preview showing the shadows and stuff

dry zealot
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Its all about the presentations

pastel storm
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it's a personal avatar though

cyan spoke
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Shadows are disabled on Quest anyways so it shouldn't be a problem

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Ah nevermind, you're talking about the preview pic, sorry

sacred matrix
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Disable cast shadows on the avatars mesh render. Makes it look bright but also disables the shadows

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Did that to all my qyest avatars and it seems to be working fine

pastel storm
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i ended up getting a flavor image cause _qb bullied me into it!

pastel delta
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so stupid question but with the new performance ranking for quest, aka 7.5k medium, 10k poor

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what exactly does that mean, if I have 9k polys, am i under medium, or does it count as poor?

dry zealot
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over 7.5 people wont see you if they keep the default option

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over 10k no one see you

pastel delta
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ah damn

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getting to 10k is easy for me, but im struggling having high quality 7.5k :/

dry zealot
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its ok if you sacrifice shape key

pastel delta
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i wish Decimate Geometry would not break shape keys

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would help so much, i have a model with 23k poly face, i can easly make it 1.2k but the shapekeys then move the whole face

amber crater
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You have to be a bit aggressive and stylistic about it.

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I pretty much went back and tore apart what I was working on earlier because there were just a lot of better ways to do things

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Detail only needs to be kept on key areas where geometry matters.

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As far as clothing goes, just pretend "retro cubic" is in vogue

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(And it will never be out of vogue)

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Also, this is a great time to give your avatar a mask. ๐Ÿ™ƒ

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I can only be so positive about poly limits before I break

cyan spoke
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VRC: Costume Party Edition

amber crater
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But yeah, p much

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My current avatar clocks in at under 5K, part of that is because his head is masked.

cyan spoke
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I used to choose the happy mask seller from Majora's Mask avatar the first time in VRC, ironically he has lots of masks on him, but not on his face : D

amber crater
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His face is like 7 polys anyhow

cyan spoke
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Gotta optimize

amber crater
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make it six

cyan spoke
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N64 mindset there, good times

amber crater
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I also forgot how nice AO maps look.

cyan spoke
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Oh yeah they do!

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Handpainted AO is often very classy

amber crater
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This is stuff I used to do in like... 2008... -_-;

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I feel a little nostalgic.

cyan spoke
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Ah I can feel you. I started making 3D graphics around that year, maybe a couple before? J2ME and NDS era...

amber crater
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I would pretty much slap AO on everything instead of setting up actual lighting.

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Who had time to wait for raytracing?

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Now raytracing is just a thing that happens at 60FPS... ๐Ÿ˜

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That's so fucked.

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Anyhow, that's kind of offtopic.

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The future is wild

cyan spoke
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Stadia is watching you

twin pebble
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@pastel delta well your problem is your workflow. The key word is "Decimate"

pastel delta
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i got a good workflow now, i also noticed "Decimate Geometry" works better when you remove doubles before hand, didnt know about that, so many double verticies :/

alpine slate
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any way you can remove the quest version from an avatar from the ID that also has the pc version on it? (crossplatform avatar)

twin pebble
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@alpine slate ooh lke, On'y removing the quest version and no t the pc version?

alpine slate
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yeah.
not possible i guess?

pastel delta
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not really

distant nymph
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@alpine slate upload a 10,001 poly avatar and wait for the next vrchat release

prisma pine
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or an empty gameobject with 2 trail renderers under it

queen moth
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Will the Show Avatar option override the performance threshold used for showing an avatar on quest that is more than 7.5k polys?

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So you can leave the threshold at the lowest setting but still show less optimized avatars on an individual basis

onyx leaf
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hmm anyone have any info on how to make a avatar be dual platform supported?
so it loads quest for quest users and pc version for pc users?

pastel storm
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just upload to the same blueprint ID

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with different build target settings

onyx leaf
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ok that simple

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ok

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then all my tron avatars will now get quest support ๐Ÿ˜„

pastel storm
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kewl

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do they have under 10k polys and work with the quest shaders?

random badge
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They do, yes

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they are like 500tris iirc

onyx leaf
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yeah indeed

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584

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weird that theres no info in the gui that you're not just "overriding" a avatar but adding it to it's "for quest" slot

pastel storm
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yeaaaaaa ... you can't 'delete' a version either, only update it, I hope they add some controls for that eventually

hushed wedge
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Apparently the Quest version of one of my worlds is broken (and I lost the files) and I couldn't delete it, had to upload a pretty much blank Unity scene with a small explanation

onyx leaf
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wow

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yeah also how do i "debug" it without having a quest

hushed wedge
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You don't

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You ask Quest users to tag along and help test it, I guess

pastel storm
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ask ppl with a quest

hushed wedge
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I guess that's how desktop devs test their stuff for VR too

onyx leaf
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dont know any

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ill try hopping around the PugWest

pastel storm
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I can check it out for you, but not right now, I have the debug overlay installed so I can check performance for you a little better

onyx leaf
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ah alright

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the avatar is pretty slim in features

pastel storm
#

but since it's avatars that won't help too much

onyx leaf
#

no blendshapes, animations, uses vrc standard lite shader and is 1 mesh of 584 tri's

pastel storm
#

should be more than fine

#

the only quest debugging would be if it looks good and moves normally but you know what you're doing

onyx leaf
#

yup ๐Ÿ˜

pastel storm
#

triggering blendshapes with gestures and all that good stuff works fine on quest too btw

onyx leaf
#

nice

#

yeah wanted to atleast have a few avatars quest compatible so i wont be one of the grey bots

#

now ill be a pink one or a blue one!

onyx leaf
velvet portal
#

omg thats amazing

jagged sequoia
#

cool

pastel storm
velvet portal
#

omgyessss

delicate basalt
#

heavy doubt

jagged sequoia
#

did you try putting 10 of them in a room

delicate basalt
#

doubt corrected after checking images but what u said

#

animators: 2

#

๐Ÿค”

pastel storm
#

we had 10 in a room weeks ago but yeah same results comparatively

velvet portal
#

does this mean i can make custom avatars

pastel storm
#

i mean, you can upload avatars to quest right now with more than 10k polys, but that's going to be going away when the maintenance comes

#

not just the uploading but anyone seeing those 10k+ poly ones

velvet portal
#

oiefhoifeioiwjfwifjwoeifjwiofjowijfweoi

jagged sequoia
#

nobody will see you by default at 10000

velvet portal
#

smhhhg

#

I wish this update will not happen.

pastel storm
#

the update itself is fine, the very specific numbers are worth discussing

jaunty tartan
#

Now do same tests with OVR Metrics tool and with all numbers and graph visible. These screenshots shows nothing. Fps on Quest fluctuating a lot even in empty rooms.

toxic cipher
#

How do I upload a quest avatar? Is it possible to upload one to my account? Or do I need to do some weird submission that is closed? or? And when I try to upload it, it says I have the wrong shader. What shader should I be using? Please @ or DM me. Thank you very much.

pastel storm
#

you can only use shaders from the vrchat-> mobile selection

#

yours is from the legacy->self-illum selection of shaders

#

@toxic cipher

#

take note you're also limited to 10k polys etc

toxic cipher
#

I read that website. I am very confused

pastel storm
#

so in unity, select your avatar's body and then on the right side in the inspector you should see your material(s)

#

each of your material(s) should be using a vrchat-> mobile shader

toxic cipher
#

I don't have a vrchat mobile shader

pastel storm
#

when you select a shader for them you can see the vrchat category, then the mobile one. if you don't see that, update your SDK

toxic cipher
#

I'll update my SDK

#

Oh I see it. Which one do I use? Toon lit? It makes a weird shadow on my face. @pastel storm

velvet portal
#

if u want the same effect as pc users with their anime avatars then yes

#

@toxic cipher it doesnt do the shadow on my face so..

hidden cedar
#

I was reading over that new update, and frankly, I'm super confused

pastel storm
#

toon lit is fine

#

the shadow you're seeing is because you can get shadows cast on you and there's a light source in the unity scene etc

hidden cedar
#

Did we only test raising the limit for quest avatars to 32k polys?
And why the sudden drop?
Because I've noticed one thing for sure, dispite not seeing PC avatars, it has a massive effect. And quest avatars apparently don't seem to effect rooms at all.
So, I might be missing something here, cuz I'm not sure why the sudden decision to gut the recommended 32k polys to a whopping 10k.

I mean, I might be shootingyself in the foot, but....if I might extend a suggestion, if limits period, why not stick a limit across the entire board rather than testing and gutting and what feels like suffocating a particular audience?

toxic cipher
#

It was always 5k then a max of 10k to my understanding @hidden cedar

#

10k is "poor" and it auto blocked by default.

hidden cedar
#

Weird, for the last week, I've been using a rated good avatar that's 63k polys

toxic cipher
#

That's PC, not quest

#

Also..

#

64k I believe is impossible to be good

#

even with PC avatars

pastel storm
#

anything under 70k polys can be good on pc

#

you only lose excellent at 32k

#

you become very poor above 70k because you need to modify the SDK to upload higher than 70k. why that's even allowed, i don't know

velvet portal
#

sighh this update is still stupid

floral crest
#

this 10k poly hard cap is really dumb

#

i cant name a single person who even complained

pastel storm
#

but do take note that it's unlikely we'll see this changed in the immediate future because they already have plans to do it the way they described

floral crest
#

i really dislike it

#

because then i basically got make my model look like ass for my quest friends to see it

pastel storm
#

it should be possible for almost anybody, given enough time, to get down to 10k poly for their personal avatar

#

with very little quality loss

long talon
#

or even 7.5 if you wanna be seen on default

#

but tbh, I expect most quest users to set it to show "poor" avatars

pastel storm
#

i could have done 10k without scuffed fingers

#

but rip

long talon
#

also, tfw I was basically writing what you said, then you said it and I was like, k fine and erased mine

pastel storm
#

mass producing quality avatars for free for public worlds is a no-go at 7.5k but i hope some people continue to try

dry zealot
#

I have a bunch 7.5 k -

pastel storm
#

yeah but youre awesome

#

keep it up

keen sigil
#

;w;
No way my gorgon can go low as 10k

pastel storm
#

i got 2 wings on flandre down from 5k total to 250, idk about your snakes but simplifying lots of snake-like shapes should be easy

velvet portal
#

welp time to learn more about downgrading my favorite avatars to 5k

long talon
#

If you can get an excellent rating on quest, legend says the ice fairy will come at night to give you presents.

safe gazelle
#

are there any Pokรฉmon quest avatars?

long talon
#

as in, Pokemon, Quest, avatars? or
Pokemon Quest, avatars?

safe gazelle
#

Yes Pokรฉmon avatars for the oculus quest or if not can I make my own avatar for the quest?

pastel storm
#

There is a Ash already

floral crest
#

my friend just decimated one of the models

#

"it's not that bad!"

#

im dead.

hidden cedar
#

Ok, but again, on my quest, it's still rated good, at 63,222 polygons, so either somebody doesn't k ow what the actual specs on the quest is, or they are halfassing and never tried it.
I can run a room with a good amount of people from quest, but add in PC players, it immediately goes to shit.
That's what I've been getting at.

I also wanted to bring this up, since last night, we had a PC player with a modified client crash the game multiple times.
I bring this topic up, since the argument is performance, but when you put PC and quest in the same room it doesn't work. Lowering quest standards for PC sounds dumb, because then your catering to PC, and pandering the idea that having a system like the Vive is best.
I say this because, I'm hearing talk that with every little update that 'removes' minor freedoms, such as lowering the polygons, people don't want to play using the quest.
Not to mention those that pay fair money to comission avatars to fit the specs, like I did, when I found that I'm able to work with.
That loss in performance?
That's when PC in rooms with quest. The bar is high for pc, it needs to be lowered dispite the versatile in customization. Even my PC which is recent has issues dealing with other PC's.

Thank you for joining my grump session.
I just think lowering a low bar further will lose players on a particular system and generate bad buzz.

long talon
#

The bar was never lowered.

#

VRChat still needs quite a bit of fixing. and as said before, limits will be loosened as devs see fit when they optimize other parts of the game more.

#

also, that screenshot, easy fixes all over... I'm just gonna go pour acid on my head while I scream really loud, wishing for humanity to learn how to avatars.

hidden cedar
#

By lowering it to 10k, from 32k?
That's not lowering?

#

I also will mention, that majors issues in performance arise more in encounters with the PC's, I rarely have issues with Oculus quest. We already can't access rooms purely for PC, most avatars can't be used, now again, another wave of avatars can't be used

#

I'm saying, that by strangling the quest now, your killing yourself. The quest owns the market right now.
PC users have the advantage, and there are some that go out of their way to crash questers.
I'm bringing this up, because I'm annoyed at how the bar for quest is lower than PC, yet the claim is performance. However the quest runs better than PC.

pastel storm
#

Quest runs better than PC

#

Wowza

pastel delta
#

I wouldnt think about using 10k

hidden cedar
#

I will say it.PC's crash the quest, but quest can't crash PC.
Stop stabbing questers, I'd recommend posing a overall limit across the board for performance.

pastel delta
#

the default limiter will limit it to 7.5k and knowing people, not many will bother changing it

hidden cedar
#

I mean, I kept getting crashed by PC users. Dispite that I can't see their avatars and such. If you impose a limit on avatars, and set it so there is one format.
Then there is no confusion on making avatars.
And then there isn't a argument between what's better. Because the stats and requirements are the same. Then all rooms can be accessed and so on.

#

But I will stress, and will continue to do so, so anybody telling me what my system should be telling me, that my avatar shouldn't even be in good at 63,222 polygons, and it is telling me that it is in good performance, is complete garbage, that this update will screw players.

languid lion
#

graulis, youre funny, good joke. straight up if you develop an app for the oculus quest there are plenty of these performance analytics to take into account. I think youre focused too much on comparing what vrchat is doing when you should probably be reading the quest developer documentation to understand why these restrictions exist. Also understanding that the quest is effectively a slightly more powerful android device objectively does not make it better than pc right now due to all the mobile specific restrictions, mainly around performance.

delicate basalt
#

yeah. the quest is running a mobile GPU after all, and that thing has easily noticeable limits. IIRC Oculus themselves recommend 100k tris per scene in some official tips for mobile devs back during the GearVR days, and the processor the quest uses i think comes from the same phones

#

with a world limit at 50k tris and a reccommended player count of 8-10, it makes sense that the avatar limits are 5k, 7.5k, and 10k respectively

languid lion
#

In essence though, people might say the quest runs better. What they need to realise is that it technically cant run better but it will run smooth only after its been restricted and the content correctly optimised. the same can go for PC, if pc gets even more restricted it could run better but then the pc can still handle far more than the quest can performance wise.

delicate basalt
#

exactly! PC worlds could be running just as fine as quest worlds in terms of FPS, stability, and general performance if people just followed the guidelines up to good, medium if you wanna be a bit greedy but they'll still run fine

#

explanation: the avatar limits are not designed around the individual, but are designed for the group. they're enforced and heavily encouraged because while 3 or 4 people with very poor avatars in a room may not cause an immediately noticeable performance drop, having 20 in a public room is definitely going to cause some shit to go down for most systems. after all, the game should strive to run on as many PCs as possible - including desktop users - since this would not only mean smoother, faster performance for all, but also the potential to have even bigger rooms than we have now.

thats why the tri limit is 70k, why 10+ dynb checks is very poor, and why most avatar limits seem outrageous at first: if everyone has a 400k tri, 60 draw call avatar, thats going to be a massive fucking problem when they all get together

hidden cedar
#

@languid lion sure I'm funny.
But I got told I'm lying about how my avatar is, when my system is running at good, and a person says I'm spouting B.s.

languid lion
#

read the above by solar.

#

youre not in a single player game

hidden cedar
#

I did read this. I'm also saying questers feel like they are being singled out. The bar is already low.

languid lion
#

content creation for a multiplayer game differs significantly in terms of restrictions and on top of that you need to optimise for a mobile VR device.

hidden cedar
#

The main reason for my Ted talk, is I'm annoyed with the devs reasoning to make it so that avatars over 10k can't be seen by other questers. We are not experiencing issues untill PC's are involved.

delicate basalt
#

might be a specific case. sometimes shit just runs better for no reason, but you cant rely on the sheer luck behind the systems that make it run better for every person who makes an avatar. you may be the only person in a room of 12 where your 20k tri quest avatar just so happens to let you have more FPS than a 5k tri one, and that doesn't mean that everyone else is experiencing the same thing - and even if most of the players did experience higher FPS, it wouldn't change the fact that it's still taking up precious room on the GPU, which could go to more avatars, thus making the room lag anyway as it starts to approach capacity

#

and i think 10k is fine. most of the quest avatars ive seen are fantastic and a handful of them look less scuffed than most PC avatars ive seen despite being aimed at 5-6k tris

languid lion
#

and I pointed you to the quest development documentation. 10 quest users at 10k polys is already at the maximum recommended by Oculus

delicate basalt
#

then some people got greedy and aimed for sub 7.5k, and now they have an extra 2.5k to work with

languid lion
#

that means no world to render at that point

#

vrchat has been very accommodating by allowing anything above their initial 5k recommendation for avatars.

delicate basalt
#

obviously its not going to be for everyone, because mesh retopology is hard - but people with more skills or the will to learn more will come around eventually

#

definitely much harder than using CAT's to combine meshes and MATs tho, which is 90% of optimization for PC avatars apart from "use common sense, check the limits, and dont mod your SDK"

hidden cedar
#

๐Ÿ˜† then why have I been able to use my 63,222 poly avatar with no issues?

pastel storm
#

Probably the ping

languid lion
#

get 10 people with your avatar in view with a decent world and I want to watch you hit 72 fps

pastel storm
#

Ah yes

delicate basalt
#

i dont know. define no issues. is your framerate stable all the way through or does it fluctuate a lot? you testing it in worlds with just you, a few friends, or full blown public worlds? are other people experiencing frame drops?

hidden cedar
#

And yet, I've been in rooms with 19 other questers, no issues. Add a PC, everything fucks up

pastel delta
#

lmao graulis

pastel storm
#

So what u tryna say

pastel delta
#

why do people still give him attention when he clearly has no idea what bullshit he is saying

delicate basalt
#

there are a ton of cases that can crop up in a game where the content is produced and facilitated by a very powerful game engine and few limits on what you can do

pastel storm
#

Just make some worlds for quest users only

delicate basalt
#

im rlly tired and cant sleep, leave me alone >~>

pastel storm
#

Is that it?

languid lion
#

well we try to educate users

delicate basalt
#

anyway, the avatar limits are designed around the worst case scenario

pastel delta
#

some people dont want to be educated :d

delicate basalt
#

the worst case scenario being that everyone has a 69.999k tri, 10 material, 4 mesh avatar, and plug quest-respective numbers if you need

#

if everyone at least tries to keep everything under medium the game should run mostly fine,

pastel delta
#

but looking at public avatar worlds, people dont try

delicate basalt
#

and even if its poor, it should still at least try as long as you start bringing down the player count

pastel storm
#

Ppl lazy

#

No offense

pastel delta
#

there are like 4-5 specific creators, using 150k polys, 40 meshes, 7000 dynamic bone collision checks etc

#

they arent trying

pastel storm
#

Yup I agree with kina

delicate basalt
#

the biggest, widespread issue is just misinformation on proper avatar optimization, why it matters / why you should care, and the fact that it only takes a few clicks to do most optimization

#

though i will agree that there's also the fact that public world creators also just tend not to do it out of sheer laziness, some even just dont want to do it out of...not being told what to do? i dont know >~>

#

but for now the most we can do is just talk to our friends or anyone we can with the promise that PC VRChat can easily push 60+ frames in worlds of 20 or more players with just 5 min and a few clicks of your time per avatar

#

because at the end of the day, even if it was 2021, the devs did their shit, and VRChat ran so well that you could actually have the luxury of listening to music on youtube while playing it, your experience will still be ruined by people who upload avatars with component counts 6x above the hard limits for any bad reason

hidden cedar
#

@delicate basalt this I agree with.
As I mentioned prior, I encountered a person with a client that has be modified, with the purpose to repeatedly crash people

#

But like I also said, set a hard limit for everything. This way everything match's and works.

delicate basalt
#

a hard limit globally?

#

for both PC and Quest?

hidden cedar
#

Yes

delicate basalt
#

we should both know that it isnt gonna work out in the end

languid lion
#

no because the quest cant handle the hard limits that the pc would have

hidden cedar
#

Low ball everything

delicate basalt
#

maybe when the devs iron out VRChat they can allow a bit more leg room for avatar content

midnight cipher
#

how do you get running link???

delicate basalt
#

but at the day, a smartphone processor has nowhere near the capabilities of even an i3-6100, and a smartphone GPU is dwarfed by any normal PC GPU

#

and at the rate tech progresses, it's always gonna be like this

#

we need to have different hard limits for PC and Quest, else we run the risk of cracking down the game's content on one platform or making it unplayable for another

hidden cedar
#

Well, everything is getting smaller, and in a few years the quest will run better than current day gaming PC. So if you low ball a standard hard limit. Then everything will run smoothly, and you don't have PC players purposely crashing people at whims desire

delicate basalt
#

everything moves forward, not just mobile hardware. by that time, the "2019 gaming PC" is going to be mobile hardware, and the gaming pc of 2030 is going to be miles ahead of anything we have now. so will script kiddies, custom clients, and crashers

#

limits and migitations are going to have to exist every step of the way, and although we can lift them as time goes on, they're still gonna have a similar relative relationship in the future.

pastel storm
#

You guys talking way into the future

#

Lol

delicate basalt
#

if the Oculus Quest 2 (or Oculus Journey as I hope it's called if it ever comes to in like 2025) can run 70k tris, 12 draw call avatars, then that means that the Rift 2 is going to be running 700k tri, 60 draw call avatars. this is a scuffed, gross analogy, but you get my point

#

i mean no matter how far into the future we are, the pattern is gonna be the same

languid lion
#

probably move the conversation to #quest-general or end it. this is not relevant to developing avatars anymore

delicate basalt
hidden cedar
#

Point is, right now it works.
Don't fix something that works. Look at what doesn't. And fix it. Right now, look at lowering and fixing a hard standard at PC limits. Or devs need to upgrade their hardware. Because restriction of quest avatars is going to cost them a audience.

languid lion
#

the people making content for quest have already followed the restrictions

delicate basalt
#

most of that isn't even true anyway tho. the SDK limits for PC do not need to be lowered, and the devs certainly do not need to upgrade their hardware, and this is definitely not going to cause them a big audience loss. nothing that cant be replaced anyway.

hidden cedar
#

I applaud those that do follow restrictions, I really do, but when I got harrased by a PC player that has a client that lets them fly around and drop portals on people and they crash both PC and quest....there are issues. And not all of it is quest. Just saying

#

If it works, don't try to fix it.

pastel storm
#

yeah i unironically got DDoS'd for hiding someone who had an unoptimized avatar so there's some serious hostility from some people regarding misinfo about optimization and what matters

#

if quest users say they aren't impacted by polys then you shouldn't just tell them they're wrong, it's not something we're just hearing once or twice either

hidden cedar
#

At best it's bones, I was made aware of an avatar that has well over 77k but has 6 materials, and the killer of what made it poor was it included 137 bones. That's what made it poor. It's not the polys. And I've been trying to say that. But nah, call me a liar.
I don't care what tech talk you use. But I'm saying, is even if you don't see a PC avatar, the presence of their avatar affects questers. You can block somebody, but their presence in the room still affects you digitally. I blocked that person with a modified client and they repeatedly dropped portals within seconds of each other (on me) that lasted only a few moments.
It's not the polys.

pastel delta
pastel storm
#

That bikini avatar tho ๐Ÿ‘€

#

But nice job ๐Ÿ‘

floral crest
#

my problem with the poly hard cap is the fact i have to decimate my model more which was already optimized for the quest

#

and that's going to make it look like ass cutting out another 20-30k polys

foggy quail
#

If you can remove 20-30k polys from it then it wasn't optimized for the quest though ๐Ÿค”

craggy glacier
#

@pastel delta whats the name of the world? would love to check it out

floral crest
#

except it was when it clearly had no problems before.

#

shouldn't have to potatofy something for a system that can clearly handle it

velvet portal
#

@pastel delta is it for quest? i thought they said those avatars wont be available anymore

pastel delta
#

who said they wont be available? what do you mean?
@craggy glacier its Kinami's Quest Avatars they are still not as good ad they could be, but im still learning and ye

craggy glacier
#

ah don't worry, im still learning too

#

few of the avatars in my world are scuffed as fuck

#

optimized though, thats what counts

velvet portal
#

@pastel delta so the poly for ur avtaars is 5k? if so thats amazing

chrome girder
#

@pastel delta Looks great! Iโ€™ll have to poke around your world and try them out. ๐Ÿ˜ƒ

pastel delta
#

i decided to go with 10k instead of 7.5k, because im just to bad to get it good looking with decimation alone, going to look into retopology the next few days

#

and thanks ya'll โค

velvet portal
#

ahh okayy well good job either wayy~ its fun to learn imo

cyan spoke
#

Looking good! Gonna visit the world as soon as I get to play VRC

outer tide
#

Ok stupid question but what is the best way to make low poly shoulders?
I can technically already make shoulders but they are way to square

cyan spoke
#

At 1103 tris this is pretty cheap, adding some loops around the shoulder should be pretty easy

pastel delta
#

that looks very good

cyan spoke
#

Yeah that's a nice reference, has plenty of budget left for details too

velvet portal
#

Kinami i just checked your world and the avatars are really decent! xo

jagged sequoia
velvet portal
#

vroid is fun and amazing to use, but that looks cool!

outer tide
#

Huh guess I was making the shoulders kinda right(minus the lack of polish on the underarm and a bit of roundness)

Though going of that I really should fix the arm locations though
Still thanks though

jagged sequoia
#

I'm trying to get it under 5000 triangles but haven't quite managed yet so that there's budget for hair and clothing

outer tide
#

also last stupid question would you call optimized enough for 1000 tri including all clothing (albeit with arms or leg) or are there still major spots that can be improved with minimal impact to the shape

cyan spoke
#

I believe the very top polygon loop on the chest can be removed

#

Looks ok enough to me

outer tide
#

That's good to hear, also hopefully I remember to remove the top loop tomorrow and maybe add some hexagon arms

dry zealot
#

If you use lit toon. A lost of area can be flat

#

Or cliping

prime imp
#

Love seeing what people can do with low poly models.

outer tide
#

True, that is what I did on the older models but I could not get enough detail out of them for my liking plus I can just texture the base model to be the clothing( with some minor editing ) to reduce any Tri later

That and the clipping started to annoy me even though you really could not see it

safe gazelle
#

I'm trying to import a fbx into blender for an avatar I'm trying to make for the quest and I'm getting this error anyone know how to fix this? version 6100 unsupported must be 7100 or later error!

#

@outer tide

outer tide
#

Never heard of that issue ever before, sorry

safe gazelle
#

ok I'll try to reach out my friend on google hangouts who might know how to fix it. He knows blender in and out like the back of his hand.

outer tide
#

Have you tried googling the error? / is this normal blender or cats fbx import

safe gazelle
#

I googled it apparently I need to update the fbx using a software to update the fbx file to a working version

hidden cedar
#

๐Ÿค” I'm sorry, I still find it bs, that they are making it harder for avatar creators.
When avatars run good to excellent at 63k+ polys, somebody is bullshitting me; especially for questers.

dry zealot
#

10k is fine. But be block automaticly after 7.5k is annoying

#

Its like when they but the dynamic bone limiter.

#

Everyone was. Why my dynamic bone dont work

prisma pine
#

and since editing the limits is a pain people ended up disabling it and forgetting about it

safe gazelle
#

anyone know how to apply multiple textures in blender I'm trying to make a pokemon avatar for the quest and I'm trying to put on the texuture for his eye bu I keep putting it on the entire body.

twin pebble
#

@safe gazelle you need to learn "UV unwrapping"

dry zealot
#

The uv of the eyes are maybe on a completly other uv map

#

On mobile. They use a range of 2D texture for the face/mouth to have less poly. Some time its combine with the body and other time its its own material

safe gazelle
#

ok I got it

dry zealot
#

Reminds me I did not made the 2D viseme tutorial that I wanted to do.

safe gazelle
#

does anyone mind making it because I'm struggling over hear how it doesn't look right

dry zealot
#

What is that

cyan spoke
#

Lugia with UV map problems I believe?

safe gazelle
#

It supposed to be lugia and his eyes don't loo right I'm trying to fix it

#

@cyan spoke

cyan spoke
#

The pic is a bit small to understand whatโ€™s going on, but to me it definitely looks like the UV map is misplaced

safe gazelle
#

how do I move the map so I can fix it?

cyan spoke
#

Blender has a UV map editor; I dunno how to use it since I use C4D for modeling, but thatโ€™s pretty universal

#

Someone here might help you better I believe

amber crater
#

You'll want to look up a tutorial for UV Unwrapping for your chosen 3D development software.

#

There's a decent chunk of info to go over, I think.

cyan spoke
#

^ indeed

safe gazelle
#

@cyan spoke do you think you could make it for me or direct me to someone who can help me?

amber crater
#

With UVs, working on a single part of the model's UVs, but not knowing what to do with the rest of it, will mean you have to go back and redo stuff later.

#

Just search for "UV Unwrapping Tutorial Blender"

#

But someone here might have a good tutorial saved.

#

When searching, make sure to include your version number for Blender

cyan spoke
#

Iโ€™m not at home right now. As Krackatoa said, just look up for a tutorial on Youtube. There are plenty

#

Itโ€™s not as hard as it looks!

amber crater
#

Learning to learn is as important as the information itself.

#

Since you're going to run into a few issues with UVUnwrapping, information that may be missing from videos we give you.

safe gazelle
#

I someday want to learn how to do this so I can make games and maybe someday make my own vr experience but I'm struggling with making models.

amber crater
#

It's best to get used to scouring Youtube for tutorials

safe gazelle
#

I already followed youtube and then that happened

amber crater
#

You need a better explanation on UVs, I think

#

Because it almost looks like the UVs are "overlapped" on the map.

cyan spoke
#

I suppose you were trying to reduce the polycount of the model?

amber crater
#

It's possible for UVs to share space on a single texture, causing the texture as it exists on the model to "break"

safe gazelle
#

I think I need to get in contact with my friend on google hangouts who knows this like the back of his hand.

amber crater
#

So you need to learn how to fix UVs within the UV Editor before you'll get anywhere

#

You'll want to look for a comprehensive UV Editor tutorial.

safe gazelle
#

he can then remote control into my pc using TeamViewer

amber crater
#

If it's not a problem with multiple textures/UV Maps, you're going to run into this problem more than once if you don't get all of it explained.

#

So in the meantime, watch some tutorials

calm rover
#

Anyone know where to find funny avatars please message me being new to vr chat I only know of big als

charred wave
#

Hi guys! I need some one who can help me with blinking and mouth open rigging in blender for one custom avatar, please help)

golden kettle
#

so what shader does work with avatars, every single one i pick says its unsupported

pastel storm
#

anything in the vrchat-> mobile category

#

if you don't have that category (not mobile itself) then get the most recent SDK

jagged sequoia
#

a texture paint of the new darn hyena model to match my fursona

velvet portal
#

That's so cute

jagged sequoia
#

I have those pants IRL so I figured my avatar should have them

shadow olive
#

hi, im having a tiny issue making an avatar for quest

#

how exactly do i change the shaders to the mobile shaders?

#

i dont know how to access the shader settings

jagged sequoia
#

a gif to demonstrates how

shadow olive
#

so @jagged sequoia interesting bit, i dont have the materials under skinned mesh render

#

theres nothing under there

jagged sequoia
#

does a texture show at all on your mesh

#

could I see a screenshot of your model & the object hierarchy

shadow olive
#

underneath dynamic occluded theres nothing, even though im pretty sure theres materials

languid lion
#

did you happen to add that skinned mesh renderer yourself?

shadow olive
#

...no....

jagged sequoia
#

try clicking on that says polygons

languid lion
#

you need to select your mesh not the root

#

I dont know why your root has a skinned mesh renderer

shadow olive
#

well shit

#

which ones the mesh?

#

wait..

#

ah, heres the issue

#

but dont know how to fix it

#

it's greyed out

languid lion
#

youre hierarchy looks incorrect for vrchat, and your avatar is nowhere near ready for quest with that many meshes

shadow olive
#

well now what?

#

i plugged a model into mixamo and i got this

jagged sequoia
languid lion
#

follow any vrchat avatar tutorial for using cats in blender. you need to combine meshes for a start and rename the hierarchy correctly to the vrchat one

shadow olive
#

looks like im gonna be busy...

jagged sequoia
#

yep

velvet portal
#

It's fun to learn

jagged sequoia
#

lots of new things to explore and learn

foggy garnet
jagged sequoia
#

cool

pastel delta
#

looks sick @foggy garnet you should do some more and sell on the unity asset store

foggy garnet
#

thank you! I've still got a lot of practice to do (the texturing on this handgun's still kinda wonky) but I'd really love to make some kind of living out of lowpoly stuff at some point.

pastel delta
#

getting really good at decimating by now >_> still alot to improve, and still didnt touch retopology :/

pastel storm
#

Looks really good loving your avatars so farVRC_Like

foggy garnet
#

looks great, yeah!

pastel delta
#

dont give me to much credit, the models are still from deviantart, not selfmade MMD's^^ im just decimating and doing basic stuff

pastel delta
#

next batch of avatars done woo

high hazel
#

looks good!

velvet portal
#

just to be 100 again, after update the poly limit for quest is 5k or 7.5k?

#

cus i reallly wanna make my custom avatars again

cunning imp
#

Excellent/good = 5k
Medium = 7.5k
Poor = 10k
Poor is blocked by default, above 10k is blocked permenately

craggy glacier
#

technically the limit is 10k, but if you want everyone to see your avatar without having to tell some people to change a setting, the limit is 7.5k

velvet portal
#

alright thank you

velvet portal
#

hmmm... would i still be able to like use blendshapes/expressions?

cunning imp
#

Yes, animations are limited I think just due to the hard limits but you can edit blendshapes values via gestures

velvet portal
#

ahhh okayy

twin pebble
#

you can have unlimited blend shapes

#

i have not found a hard limit

#

you can also animate a blendshape 90times per second

#

you could essentially have your blendshapes "draw" other shapes

velvet portal
#

sooooo...

#

i can have expressions..?

pastel storm
#

yes

#

you might -destroy- your existing ones decimating but otherwise you can -have- them yes

twin pebble
velvet portal
#

Aweee that's so cuteee~!!! Well okay thank you!

hushed wedge
#

Be careful with blend shapes, for some reason if you move a lot of verts at once in a lot of shape keys it tends to destroy performance.

#

I've seen a model that was 60k polys and lagged me to death whenever its user spoke, because every vert moved differently on every shape key

#

That was on PC

pastel storm
#

probably an issue with decimation

#

if you decimate in edit mode it ends up making every vertex move on that shape key

#

you need to shape propagate to fix that

twin pebble
#

every vertex has an ID number, shape keys just interlopate between vertexs that moved. If you decimate, you change the id numbers of each vertex

dry zealot
#

Propagate shapekey all the body that normally wont move with a shape key

distant nymph
#

If you need to reduce polygons on an area with shape keys do it manually by dissolving edge loops. It's safe to delete vertices, and to change edges and faces, as long as you don't create or move any vertices

#

Also take backups and check that your shape keys haven't exploded periodically

pastel storm
#

^ very important lesson to learn

craggy glacier
#

left is 7,478 poly

#

right is 16,238

pastel storm
#

very well done

#

Nice Job Sipp ๐Ÿ‘

craggy glacier
craggy glacier
#

well shit

#

guess i deleted something i shouldnt have

#

rip

distant nymph
#

@craggy glacierใ€€make sure the first five shape keys, in order are basis, left and right blink, left and right lower lid

#

You probably shuffled them at some point

craggy glacier
#

thanks for the info, ill look at that when i get home later

stuck iron
#

Heya, all! I was planning on getting an Quest, any ideas if there are any wolf/werewolf avatars for this yet?

dry zealot
#

Probably at some point

velvet portal
#

@craggy glacier so amaazzing gimmee lessonss haha

prime imp
#

For quest avatars things like blinking and visemes are still possible right?

random badge
#

Yes @prime imp

prime imp
#

Alright thank you for clarifying ๐Ÿ˜„

random badge
#

@stuck iron there are a few, even in the default avatar list, if not I'm sure you could find one or get one made

stuck iron
#

Thanks @random badge !

tawdry swan
#

anyone know how i can use my quest version of my avatar on pc version , i dont have a quest but i made a quest version

pastel storm
#

upload the quest version in the pc slot

tawdry swan
#

its already uploaded i just want to change my avatar to the quest version

#

how is it possible on pc cause it using my pc version since im on pc

fiery glen
#

I don't think you can see the quest version unless you are actually on quest.

pastel storm
#

yep, can't see quest version unless on quest

#

remember, the quest versions are built for android. they simply won't work at all on pc even if you could 'toggle' between them

#

you need to actually build an avatar for pc to see it on pc

errant dirge
#

Switch unity build to pc from android and upload it again.

red bay
#

is it easy to make a penguin on the quest?

tawdry swan
#

i said it was already uploaded and that kinda shit that u need a oculus quest headset to test if it work as intended

pastel storm
#

just upload to the pc slot.

#

instead of the quest slot

#

then you can test it all you want (except for th elittle things like different LOD distances for texture stuff)

tawdry swan
#

they could add the quest graphical setting in the menu

#

and not have to spend 450โ‚ฌ just to try out and test if ur avatar is setup properly

pastel storm
#

they can't because as i said, the quest avatars are built for android. they won't run on a pc

#

it just doesn't work that way. it's not a graphical setting. it's a different platform.

tawdry swan
#

true

#

im still waiting for them to fix the time outs

#

since the new ik update

#

i can't join anyone

random badge
#

Upload the quest version on the pc build

chrome girder
#

Or just ask a Quest user to test for you. ๐Ÿ˜ƒ

twin pebble
#

@stuck iron shiba avatar

safe gazelle
#

does anyone in blender knohow to apply two textures to a 3d model?

#

I mean in unity

pastel storm
#

Can quest avatars be rigged for fullbody for those who wish to use it around their quest friends?

delicate basalt
#

ye

pastel storm
#

It's saying my "Unity package upload failed" / "Failed to optimize". What do I need to do to fix this?

craggy glacier
#

an avatar i just uploaded is slightly clipping through the floor, any possible reason why/fix?

blazing meteor
#

Excessive texture size is entirely unenforced on Quest. Isn't this problematic?

pastel storm
#

its soft enforced by avatar upload size isnt it

safe gazelle
#

I'm trying to use the newest version of unity and its giving me issues making the avatar.

long talon
#

wdym by newest version?

shy kayak
#

hold on can i dm someone my avatar to see if they like it?

#

i need opinions but this server is blocking all my images ๐Ÿ˜ฆ

#

thats a big L if u ask me

long talon
#

wdym blocking all your images?

#

Are they too large? are you dragging them onto Discord from a window without full OLE support?

viscid bloom
#

So I'm gonna hop on vrchat tonight is there any new avatar world's I should check out?

delicate basalt
#

@viscid bloom off the top of my head u should check out Kinami's if u havent already

viscid bloom
#

I believe I have been there before but kinami recently uploaded more right?

pastel delta
#

hey das me

#

i just updated the world to be a world and not a flat plane, no idea how it runs on quest, still working on most of them

viscid bloom
#

I can check out its performance after I get home @pastel delta

pastel delta
#

22 avatars sofar, some are to broken to be public, some are broken and public, atleast they are out there i guess

dry zealot
#

I have 17 i think at the moment on mine

still tusk
#

Where is the cutout shader for Quest

cunning imp
#

Cutout is not allowed on quest due to it not handling transparency well

shy pike
#

@still tusk cutout on mobile is quite expensive so there is no shader for Avatar for it

#

It's the opposite of pc where it's almost free!

still tusk
#

WAT

#

IT'S Expensive on Quest but not on PC?

#

I didn't know that Cutout would be jarring on performance

#

Frick, even the 3DS handled it.

distant epoch
#

is there a technical paper on these issues?

#

or are people simply running some stats and trying things out?

#

<-- software developer interested in performance stats

shy pike
#

@still tusk the 3ds is a completely different type of hardware and anything between them it's very unrelated

#

It's not that "this computer is too weak to do cutout" it's that the way it works is just different, making it worse. If Android did everything like how it's done on pc it would be the same low cost as it is on pc. I don't know enough to explain why they did things the way they did, on mobile

cyan spoke
#

For 3DS they might have used a different shader optimized for the integrated GPU or vice-versa, I have zero info on that ๐Ÿ˜•

dry zealot
#

A lots of low poly game use transparence or cutout idk

cyan spoke
#

Cutout is not going to kill the performance if used on small areas, but imagine 10 avatars only using cutout shader, that will kill the performance quickly

#

You can fake cutout with an AlphaBlend shader, same result and better performance

pastel delta
#

same thing with Anisotropic Filtering, its horrible on console, but a shitty computer from 2004 can easily do x16

#

hardware is a complicated thing

hushed wedge
#

In this case, mobile GPU's do certain optimizations that are canceled out by cutout.

pastel delta
twin pebble
#

@distant epoch its so a quest doesn't have to worry about performing an alpha test when rendering.

distant nymph
#

@hushed wedge to be fair PC GPUs do the same optimisations, they just have the memory bandwidth and FLOPS to tolerate a fair amount of alpha and cutout

distant epoch
#

ooh, more kinami avatars. those are proving to be popular

#

@twin pebble thanks!

craggy glacier
#

pictured: dick kickem quest and pc versions

#

left: 7,441 polys

#

right: 13,267

pastel storm
#

nice

formal zodiac
#

can I have 10,800 poly's with a Quest Avatar? I will have only 1 material.

gusty patio
#

Hmm so close.

#

So far away.

formal zodiac
#

I'm down to that from 27000 and it looks pretty good. This is without having to fix any clipping, etc.

gusty patio
#

I'm at 30k. It'll be months for me.

formal zodiac
#

Well last I knew 5k wasn't a hard limit.

#

I didn't know if that changed. Did you get a Quest storm or are you just trying to be friendly to Quest users?

gusty patio
#

Good thing 10k is there. It's reachable now.

#

Haven't seen hardly any. 10k is hard limit.

#

I think 7.5k to 10k is going to be the very poor rank ans 10k and over won't be seen.

formal zodiac
#

I can surely hit 10k. Beyond that is beyond my skill level. IF a Quest user prefers placeholders they can block me. ๐Ÿ˜ƒ

#

I will keep trying to do better. Actually it doesn't look too bad without the hoodie. That can probably save a lot of Poly's but I would prefer to find a simpler hoodie to serve as shirt and all.

gusty patio
#

800 is really close.

velvet portal
#

eeehhh

jagged sequoia
#

check if you have any overlapping parts like are their arms under the shirt you can delete them

formal zodiac
#

Ok, I will. I also need to learn how to add points to the mesh. Quick tip on that?

#

Overall it looks good, and I'm certainly willing to live with some rough edges to for a decent overall impression. I have fixed several tears just by pulling out existing points, but I need to add a few back to the top of the hoodie and the sleeves, etc.

jagged sequoia
#

select two edges you want to fill & press f

formal zodiac
#

I'm needing to add shape back

jagged sequoia
#

how much experience you have in Blender at the moment

formal zodiac
#

hardly any. I just uploaded my first avatar yesterday. I'm a pretty fast learner, but 3d models were completely new to me.

#

It doesn't look bad without the hoodie, but I would need to do a lot to the hair. I would want the back to look like the front.

jagged sequoia
#

well for one thing you still have the back of the head behind the hair you probably want to delete that to free up some polygons

formal zodiac
#

I would want that look to go all the way around if it was without a hoodie.

jagged sequoia
#

involve copy-pasting hair chunks

formal zodiac
#

but those hair chunks would add poly's. If I add a few mesh points I can make the hoodie look better.

jagged sequoia
#

first things first let's go delete any duplicate Parts under clothing as it going to free up a bunch of polygons mind showing a wireframe of the model

formal zodiac
#

I'm at 10,100 with that.

#

Tris not faces right? Faces are below 10k now

#

Sure, give me a minute.

proven monolith
#

Faces includes quads, which are 2 tris

#

so yeah, tris

formal zodiac
#

The clothing and parts that are hidden are really pretty basic already.

jagged sequoia
#

you still should delete them regardless so that you have more triangles for stuff you can actually see

formal zodiac
jagged sequoia
#

could you zoom in showing the side of the head wireframe

formal zodiac
jagged sequoia
#

mind if I see the triangle count displays

formal zodiac
#

Not sure how to do that.

jagged sequoia
#

just take a screenshot of your whole blender screen

formal zodiac
jagged sequoia
#

okay you just need to delete 110 triangles

formal zodiac
#

The coat and shirt cover the top of the pants.

#

I know I don't want to decimate joints, but is there a way to select portions of the mesh to decimate?

jagged sequoia
#

I wouldn't recommend decimating the joints at the moment I think you're better off deleting the top of the pants.

formal zodiac
#

Right that is what I meant, is there an easy way to delete the top of them?

jagged sequoia
#

select the jacket and move it out of the way by dragging a Direction and then pressing the number 4 so that it goes 4 meters so that you don't accidentally delete the jacket

formal zodiac
#

Even if I lose the hoodie later I would stick with a long shirt. Probably the one that is on it.

#

hiding it won't work?

jagged sequoia
#

is it a separate object from the rest of the body

formal zodiac
#

Yes the jacket and shirt are both seperate.

#

It used to have dynamic bones, but obviously not for quest

jagged sequoia
#

then go to edit mode on the pants

viscid bloom
#

Watching this unfold is mesmerizing

formal zodiac
#

I snipped that for reference before hiding the shirt so I don't go too low.

jagged sequoia
#

you can press the B button to box select the parts you want to delete

formal zodiac
#

Ok, what is the best selection for the delete? Edges and faces?

#

and I needed to know that Box select option agest ago, lol

jagged sequoia
#

faces

formal zodiac
#

9,723

#

Now I wish I could put some of those back on the jacket and save some work

#

Do you think 10k avatars are ok on Quest, or should I really try to create something 5k in the future?

jagged sequoia
#

you would want to get it below 7.5 k so people can see it by default in the future

formal zodiac
#

A big help for that would be to find a hoodie that can replace the shirt and jacket combo but still cover the pants.

#

If I found one I was happy with I could loose the entire back of the head and hair too.

jagged sequoia
#

go look for one but try to get it uploaded and working first

formal zodiac
#

I have no natural artistic ability but I can use tools to pretty good effect. How hard is it to create custom textures?

#

Yes, I just have to copy my project and add the android SDK. The sleaves and shirt didn't like the mobile shaders earlier. Any pointers for how to change the shaders in blender that caused that?

jagged sequoia
#

not that I could quickly explain on the sleaves and shirt

#

as far as custom textures depends on what you want to do

formal zodiac
#

Ok, well it's definitely for another day. Getting this working today was far beyond anything I even imagined doing. I only have an hour to an hour and a half tops decimating. Thankfully I hit under 11k easy.

#

Actually for Quest, if the textures don't cooperate I can just make them solid black, not big deal.

#

But as they are the mobile shaders made them transparent. I had no idea how to fix that.

jagged sequoia
#

which mobile shaders do you select

formal zodiac
#

Can I pick a different texture in unity so that they appear solid?

#

I tried them all. I can't remember the name but the top option under mobile shaders looked best.

jagged sequoia
#

select that and take a screenshot of your entire Unity screen so I can see what's wrong

formal zodiac
#

I sent you a DM. If you aren't present here I can update you. Before I try that again I want to go ahead and copy the project and set up the SDK...so if I get it fixed I don't have to do it again.

#

How do I add to the mesh so I can clean up the front of the hoodie?

#

add points?

#

actually I got it. It's not round but it works.

jagged sequoia
#

cool

formal zodiac
#

Is there an easy way to scale Avatars to look correct with FBT? I'm 6'4. By the time I adjust my real height I have ridiculous arms.

#

But I did hear that even just a hip tracker adds a lot of movement. I tested that today and its true. Still I want my legs, lol.

jagged sequoia
#

don't have a lot of knowledge on that as I haven't done full-body tracking

formal zodiac
#

Understandable.

jagged sequoia
#

learning more about blender the future as that would be handy

#

@viscid bloom out of curiosity what's been mesmerizing about it

viscid bloom
#

Just seeing the process, I have no clue how to make avatars so it's really cool

jagged sequoia
#

you should definitely give it a try sometime

formal zodiac
#

Ok, it looks great. Everything is definitely acceptable, except the odd transparency to the right of the neck. The hoodie is complete on the other side. Any suggestions?

jagged sequoia
#

not that I can think of that will be doable at your skill level

formal zodiac
#

What does it think it's doing anyway?

#

That's not in blender.

jagged sequoia
#

yep that's a screenshot from Unity

formal zodiac
#

Right, I mean it didn't Atlas that way. It looks fine in blender

#

Can I edit the mesh inside unity? Strech something from the front side to hide this?

jagged sequoia
#

you have to do that in blender

formal zodiac
#

Any idea what causes this kind of break between unity and blender though?

jagged sequoia
#

blender doesn't have backface culling turned on by default

#

n button while in blender a little menu should pop up in backface culling is on it

formal zodiac
#

Did I need to do something extra in blender for mobile shaders?

#

no

jagged sequoia
#

your problem is unrelated to the mobile Shader it has to do with the model itself

formal zodiac
#

Do I need it on?

jagged sequoia
#

yes I need to turn on the backface culling if you want to see the the hole in the back of your hoodie

#

so that you can drag vertices to hide it

formal zodiac
#

How do I hide everything but what I have selected?

#

and how do I add new vertices if you don't mind?

foggy garnet
#

If you select everything and then deselect the parts you want to stay visible with shift-B or shift-right click, you can then press H to hide all selected vertices.

#

It's alt-H to unhide them

formal zodiac
#

Ok.

#

and then to add vertices

#

I only have one I can move on that side on the inside

pastel storm
#

basically, vrchat mobile shaders don't include any double-sidedness

#

so you need a mesh that's viewable from both sides to actually be modeled with both sides

#

duplicating one doubles the polycount of course

#

but you can select a mesh-> hit space -> duplicate mesh-> hit space-> flip normals

formal zodiac
#

Right. I have room to add enough poly's to get it done.

pastel storm
#

you also probbaly should have removed doubles before decimating

#

because now you've got gaps all over from disconnected faces

foggy garnet
#

If you're wondering about creating individual vertice points, too, you can do it in a couple of ways.

#

You could create a loopcut with ctrl-R, or use the knife tool with K.

formal zodiac
#

I'm getting the option to duplicate but when I hit space again I am not getting the flip normals option

foggy garnet
#

Oh, you might need to start typing it in.

#

The space key works a bit like a searchbar for tools.

formal zodiac
#

Oh that remove doubles. Yes, I recall hearing about that but forgot all about it.

#

The duplicate and flip normals aren't giving me anything.

#

can I join objects to fill gaps?

foggy garnet
#

Like, two separate meshes? It should be possible by either selecting vertices and using F to fill a gap, or selecting two and using alt-M to merge them.

#

Just be careful with shapes connecting over four vertices, they can get weird when flexing or shifting.

formal zodiac
#

Phew, I finally duplicated and flipped some.

#

Can I select the poly's themselves easily? I'm selecting the vertices until it finally selects the filled space, but I'm having trouble getting that to work on all of them.

#

and I just drew a line somehow that ctrl z wouldn't remove

#

It's a GP pencil but I can't delete the stupid thing

foggy garnet
#

Oh, I'm not sure about the pencil. If you use ctrl-tab, though, you can choose to select edges or whole faces (polys) at a time.

formal zodiac
#

Thank You. That helped a ton. I don't think the pencil will export. I hid it from view

#

Ok, so in unity I could see through my arms at the shoulders. I have no idea why. Apparently due to backface culling but the backfaces should not even be seen.

#

Do I need to duplicate and flip the poly's at the shoulder on the sleeves to fix that?

#

Or was that happening because I didn't have a backface on the exposed sections of my jacket?

foggy garnet
#

I'm sorry, I don't have enough experience with quest shaders to figure that one out. You could always try the duplication method, just in case.

formal zodiac
#

ok

formal zodiac
#

what am I doing wrong when trying to hide everything but what I am working on? I know how to select all. How do I only deselect what I am working on?

foggy garnet
#

Oh, holding shift while using box select or right clicking should deselect specific vertices or faces.

formal zodiac
#

Ok, and when I try to edit the shirt which appears to be inside out, it disappears when I switch to edit mode. Any ideas?

foggy garnet
#

Maybe it's hidden? Try using alt-H in edit mode.

formal zodiac
#

That was it. I didn't even know that was possible to do. ๐Ÿ˜ƒ

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I am actually very glad I had these issues. I have come a long way in learning to navigate and manipulate with blender. I half know what I am doing, but if I hadn't had these issues, I wouldn't have learned this tonight.

foggy garnet
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The beginning's always pretty rough, I think. I'm not proud of my first avatar, and it probably took more than a month to create, but it was still probably the best way I could've learned to use the program.

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I think you're doing really great so far! ๐Ÿ‘ ๐Ÿ‘

formal zodiac
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Yes, my first was just an MMD to Unity conversion but I did atlas the textures and modified some textures. That was earlier today, and then I had a wild hair to create a crossplay. I started with 27k

formal zodiac
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I appreciate the help. I fixed it.

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Now just to finish descriptors, etc. Best part is, I still need to do more for my PC model, but this one is done. The only way I can go below 7.5k respectably is to trade the sleeves, shirt, and jacket for a single hoodie.

foggy garnet
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Ey, nice! The model looks great, I'm glad the shoulder areas weren't too much of an issue.

formal zodiac
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Thank you. Well I am getting complaints about the visemes

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Does Quest use them?

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Sorted it out. It was an unfinished model that was in the project folder giving me that result.

formal zodiac
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Well it didn't upload as a Quest version .

formal zodiac
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2nd time time unity has blue screened my pc

pastel delta
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i might have said im taking a break from adding more quest avatars but

pastel delta
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very interesting thing happend

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this is how the model looks like with many materials, using ToonLit

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this is how it looks with one texture, same shader

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anyone know whats up with that

cyan spoke
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Blind shot... It looks like the whole texture is darker from the preview on the right

pastel delta
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yeah but why, i guess i should ask on CAT discord what the atlasing actually does, maybe it changes the color space?

cyan spoke
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Never used that, but yes it looks like something else is messing with the texture

rigid dagger
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or you could try and use photoshop to make the texture bright again

prime imp
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Eye tracking/visemes/gestures is all fine for the quest right?

pastel delta
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Yes

craggy glacier
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are audio sources on avatars not allowed whatsoever?

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or is there a limit

foggy garnet
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It's a long shot, but have you checked that the colour of the material on the model isn't set to something?

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IIRC, unity materials sometimes have a preset colour that messes with things a bit.

wanton cipher
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Do particle lights work on Quest?

cosmic locust
mellow plank
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Does it say you can upload?

rigid dagger
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scroll to the top and check if there's any red errors

cosmic locust
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there was another avatar in scene with a PC shader, somehow that was affecting it

pastel storm
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congrats on your quest avatar

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before/after (pc/quest) pics?

cosmic locust
pastel storm
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excellently done

formal zodiac
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What am I missing on getting my Avatar Crossplay. They are named the same and as identical as they can be, what is keeping them from being crossplay instead of PC only and Quest only

gusty patio
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Same id?

formal zodiac
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Same name. What id exactly? Maybe that's what I'm missing.

pastel storm
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when you upload an avatar it has a blueprint id

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they need to match

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you can remove the id (detatch) from one and attach the other one's id to that one

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and that'd match them up, then upload again with that id

formal zodiac
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Ok. I see that. I should have asked sooner, lol.

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So on the hierchy do the names need to match or just the structure?

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Because it is definitely hard trying to match names while keeping Quest and PC content separate for editing, etc.

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I was careful to keep scaling the same and of course the Quest version is just the PC version decimated, so I have the same bones.

pastel storm
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not really sure

formal zodiac
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Ok, well I'm hopeful I have it this time. My internet is horrible so it will take a minute to confirm.

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@gusty patio I didn't know you were into content creation. Have you bought a Quest or are you just trying to do crossplay to be nice?

dry zealot
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I do crossplay to be nuce

formal zodiac
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Well it is appreciated, whether they know to or not. I have a Quest in addition to PC, and it's impressive at first but placeholders really make it suck pretty bad after a while.

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At least as someone who has played PC quite a bit. VRchat is the worst experience I have had on Quest, and they should do something about it. Any solution but placeholders in game will be better.

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I thought having my own avatar on Quest would help, but in a world full of placeholders, it didn't matter.

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I digress. Thanks for the answer on the ID. I'm just surprised that in discussing this placeholder thing that people not only don't care but they are actually opposed to addressing it. People who have PC of course.

pastel storm
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i try to spend almost all my time with quest users

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more than half of PC users don't have VR anyway so it's not like you get less interaction

gusty patio
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@formal zodiac I am. Haven't really done full size avatar creation though. I don't plan on buying Quest any time soon but I am slowly working on making a compatable version of the avatar I use now. I mean it was at 44k and now 30k. I'm going slow because I don't really visit many cross play worlds anyway and when I do a rarely see a Quest user.

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yeah and right now it really can't be that fun for being a Quest user. I still think it would have been better to not make this cross play and that would beneifit both Quest and PC.

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Because at this moment, Quest users need to join worlds in hoping to find more Quest users but need to fight through all the placeholder PC users.

formal zodiac
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Exactly Storm.