#avatar-quest
1 messages · Page 53 of 1
app program interface
How do you pay for avatar commissions?
Depends on the person it could be on there website or it could be venmo/paypal
does anyone know where to find avatars from the series black butler/kuroshitsuji?
@open yarrow good luck, if you aren't pc most dont want to help because we are quest.
And most see quest users as a bunch of kids (we aren't), when many of them are a bunch of kids with rich parents, or 20yos living in their parents basement. I have asked many times on here for help, and only ever gotten one reply ever.
unnecessary comment
there's just less people looking over these sections
less people = less chance of that one guy knowing that one map with that one avatar whoever has requested wanted.
true
Does anyone know if these are on quest or just pc
Probably only pc and also Private models
Damn
everyone stop. this is for MAKING avis. searching for em goes in #avatar-search-old
People have managed to upload avatars greater than 10mb. I'm trying to make one for my bf but I can't get it under the 10mb limit, how are they bypassing it?
youre not supposed to but if you had one of the recent openbeta avatar sdks, there was a point where you could bypass it. but avatars with beyond 10mb will only show locally or to those who have worn the avatars themselves
One way to help cut down on file size is to compress your textures. There are websites (such as TinyPNG or something similar) where you can upload an image, it will compress it, and let you download the compressed image. Cut my texture files sizes in half
Crunch compression
Texture file in unity -> quality normal -> enable crunch compression
Enjoy the gainz
Lower the resolution if that isn't enough
override format. and use astc crunched
who tf is that on the top photo XD hes staring into my soul
i mean there isnt a quest avater search
There is, its called #avatar-search-old
See how it's not called "#PC-avatar-search"?
but if they gonna have a dedicated quest category might aswell include an avatar search channel, for QUEST avatars
youd put “quest” in your query
but still
no
yes
then elaborate
So I have a question and I hope to figure out the answer so I've see people have emission on quest avatars and I was wondering if anyone knew how or how I could go about doing this
I've searched on the internet for it and I can't actually find anything that's quest because I'm 95% sure shaders aren't supported on quest unless there's shaders idk about because I'd love to make avatars that could have some of these effects
standard lite has emmision
It only works if the world has emissions built in, though. You won't notice it all the time, but it's better than nothing
wym?
While Standard lite has an emission map, there won't be any noticeable glow unless you're in a world with bloom.
true. but quest worlds dont have pp so no bloom in the first place tho
itd only be useful on pc then
thats for ANY avatars
bruh
Does anybody have a heath Ledger joker avatar from Batman The Dark Knight?
anyone have a zenitsu avatar that can crash a server do not worry not using it to do that i need for a avatar deal it will help me out loads
no
also #avatar-search-old but dont be sus again
this channel is dedicated to the development of quest ready avatars in vrchat
oh ok sorry for bothering
Does anyone have a Yoda Avatar for Quest
I've been looking on there too I've been looking everywhere
Then keep looking over there
Any help I try making the atlas for my new quest avatar and it breaks my textures
Bake also atlasses
can we talk in vc for extra help
I am new to blender
I am so confused
Bake tab, one below optimization
how do I use it
no. stop asking for crashers, just block the people
Yo is there a way to make it so you don't have to manually turn the avatars on.
nope because if there was you would fry your quest
from the lack of optimization on people's avatars
at least internallu
^ this.
Anyone know why my avatar is doing this?
Anyone have a connor from Detroit become human or a good darth maul or vader
anyone got any good male avatars?
I do have a Connor his hair is not that great but he does have a gun and I know where to find a good darth maul
Does anyone know any cool unknown avatar world for quest
we need more avatar dev talk to happen here
People just go to #quest-development or the avatar3 channels i guess
I have a meru skin
And a skin for the freaky ones too her top and bottom comes off or you can be a menses and show your hulk size Johnson
Don't asked me why she has one cuz idk I got it from one of my friends
I want it… I’m collecting avatars
@pastel storm mm idk your 14
..?.?.
I’m old enough to drive and work ain’t I
So I don’t see the problem
Add me mythical0bordr
I will after school
I have like 3 hours left
I added you on discord so I can ping you when I can get on
The problem is that your not old enough to even be in a strip club which is 18+
😐
Alr
My girlfriend likes avatars like that
She doesn’t have discord so I get her avatars for her
That’s perfect
She’s been wanting a meru avatar since hers got banned
Alr I’ll ping you when I’m out of school
Alr but it doesn't look exactly like her and meru does not come with really anything
That’s fine
I'll show you when we're on
Ok
Bro💀
Anyone know avatars along these lines??
Anyone got any good pen assets that aren't too taxing on performance?
Oh
Nvm my bad
Lookinh for fake dynamic avatars
Looking for any morbius skins for quest
Wrong Channel
Wrong channel
...?
Its quest avatars, not quest avatar development. So i got confused
Where do i ask for avatars
Anyone know where I can find a hog rider or other coc/clash royale avatars? (For the memes
anyone know weirdcore skins
Im@already there
#avatar-search-old does anyone have a joker 2022 avatar or model because I am making a yt vid
What.
No.
Post IN avi search
So just to be sure from what I've seen, quest avatars have no way of using cutout on a shader at all? I was planning to put my vroid model as a quest model but unfortunately every single mesh on it uses cutout such as the nature of vroid
Does anyone know how to make custom Avatars
cutout? if you mean transparency then i dont think quest is able to
If you're looking for a commission, you're in the wrong server.
yeah thats what i thought, thank youu
Quest avatars can't use constraints? Or is my info outdated?
If not, is there some alternative? I'm used to using parent constraints for props so as not to overload on blendshapes
If the object is tied to a bone, shrink 'n grow said bone
Right, but to move the same prop around and snap to different parts of the avatar. Any trick to that, aside from having multiple instances of the prop all over the place?
No
Not that I'm aware of. Why, how many places does said prop need to be?
Holster both hands and head. No problem though, I'll figure something out. Thanks for the info!
anyone know how to add seats on quest avatars since you can't use a collider? the default stations collider is huge and idk how to scale it
Hey everyone, I’m having problems with adding and removing favorited avatars and so far nothing seems to fix the problem I’m dealing with. In the game I’m usually am able to unfavorite any of the 25 avatars I have. however, lately it has been letting me unfavorite some avatars but when I go to check, none of the avatars I remove are gone. After this occurs i cannot unfavorite the avatar at all, not even through the vrchat website. I have attempted to fix the problem through uninstalling/reinstalling vrchat, logging out and back in and nothing works. If anyone has any possible solutions it would be much appreciated.
This is a bug of vrchat itself. I also encountered it some time ago. Many people have encountered this situation. The solution is very simple. Wait for it to repair itself, and it will automatically get better tomorrow or the day after tomorrow
Quest compatible avatar, 
Hello, I created an avatar with "readyplayer.me/vrchat" and I have it on the VrChat website but when I go with my oculus quest 2 on VrChat, I don't see the "other" tab nor my avatar! Could someone help me? (I'm not English but French)
is it possible to add audio sources to quest avatars ive seen in the menu that theres an option to disable/enable it per trusted rank but actually trying to add one in unity it says it will be removed by the client
Nope. You can still have the toggles there for them so that you can still play them for pc players to hear, but that's about all you can do. And from what I've heard, it's never gonna be a quest option for performance reasons
im wondering why its still an option you can turn on/off in safety settings and its not completely blocked like shaders
omg its so cute can i clone it
Ofc
ay anyone got a countryhumans avatar
Do any know we’re I can get the male Anubis furry avatar
A collection of fluffy furry Avatars, designed for VRChat.Included Avatars:Maned WolfFox (+Quest Fox)FennecJackal ( Anubis )Border CollieOpossumCruxBunny 3 extra skins from the communityNew Christmas outfit has been added! More clothes coming soon.Features:CuteFluffyThiccThe Best BeansAvatar 3.0 ReadyHighly customizable - multiple ears, tails, f...
VRchat想定ですがゲーム、映像制作にもご使用いただけます。 UnityのHumanoid形式に対応した 3Dモデル アヌビスです。 モデル説明 本モデルはUnityのHumanoid形式に対応したモデルです。 動画:https://www.youtube.com/watch?v=fQKFZBWm4MM 【内容物】 ・UnityPackage ・FBX ・テクスチャ(unity用、toolbag用両方入っております) ◆モデル情報◆ VRCSDK3 ポリゴン数:40514tris シェーダー:standard
whats your name on vrc?
And ive been trying to find a way to get out of my problems.
lmao
5mouths? Thats a new one
he's a hungry fella
Is there anything specific i have to do to make an avi quest compatible? Or just have it under a certain amount of polys
you must have the correct build of unity to create a correspondant architecture safe of the android variety
with out such. you will be deamed as a pc only primearlies of none will
This page lists the current Unity version you should use when creating content for VRChat, as well as links to the correct version for both Unity Hub and direct downloads. Current Unity Version The current Unity version in use by VRChat is Unity 2019.4.31f1. Ensure you are using this exact version! ...
But. Its that ya i know. But is there anything specific i need to do to make quest compatible
when thou downloads unity. you shall be greeted by a window for unity build. you will acquire the “android” and the “windows-64”
Setting up a cross-platform world or avatar is actually quite straightforward! In short, all you have to do is use a duplicate project to build an Android version of the asset, and upload it to the same content ID as the VRChat PC asset. The client will manage which version it needs to download. If ...
Ooohhh
hope that makes sence
is there any way I can make this centaur quest compatible? the only tutorial I was able to find uses a lot of constraints and only now do I realize that will not work at all
Idk but that is one nice looking avatar
Does anyone have any suggestions for worlds with avatars for mutes?
My friend found a female avatar that you can make words or sentences appear above your head so you don't need to talk
It's quest and pc compatible
Looks like a cursed beerus
Do you have the world or avatar link for it?
Uh no but if you give me your vr chat name I'll invite you here in a bit and you can clone it
Alright! Can i dm it to you?
Sure
I'm celebrating Easter rn but I'll text you when I get on
we need more technical information on this avatar
but judging from looking at it, I think it’s low-poly enough to not need any decimation
yeah the poly count is good, the issue i’m having is the rig, since i can’t use rotation constraints on the quest i’m stuck, am i going to have to animate the rig myself?
if none of the defaults work, you’ll have to do it yourself
anyone know where a wendigo avatar is? been looking for one on quest
anyone have any good male avatars that aren’t to tall but not to small either, just something that’s like red and black?
Do you know know where I can femboy avatars other than traps avatars
Thx for directing me
I have some in my world. Just type in my username and you should find it
alright
The Secret War Suit
Does anyone have any female avatars with an acoustic guitar cosmetic or maybe a guitar that can be held?
Honest question, why doesn't quest have avatar sounds
because the quest doesn't have enough CPU to handle all of those sound effects
as it's already using up most of it sound effect and budget to handle everyone's voices
ah
Does anyone have a world with some femboy avis that isn't traps avatars?
Woops
How are you not a mod?
You should totally be a mod
Petition for rainwolf to become mod
there’s a world called “traps avatars”
Does anyone know where I can find a shinobu avatar with animations from demon slayer, I’ve seen people have one from the author madara but I can’t find it anywhere
Lol
Would anyone mind testing something out for me? I wanna see if my issue is just happening to me. Whenever I use particles on my quest avatar they turn into red transparent squares in game. I've seen particles on avatars on quest though so... I have no idea what's going wrong
particle act different in modern uploaded quest avatars currently. i recommend mesh particles if youre trying to get something accurrate but im not a particle expert as to what practices to follow when doing so
Mesh Particles?
yes
How do I make my particles mesh particles?
when in particle system. go to bitton of component and therell be a renderer module. this is where you can switch it to a mesh
Hmm... still red squares
I was able to make particles on sdk2? Did anything change about particles since then?
they changed something but i never fully diagnosed it. as far as I know 🤥 is that it was most likely a mistake that hasnt been addressed fully or something else
makes it hard to make particles. thats why im suggesting using low poly mesh partickes
It's so odd though... nothing seems to be working and yet I don't see anyone else having this problem. It's just frustrating to not know what you're doing wrong
what does it look like right now?
I changed it to mesh and still just red transparent squares
Uhh... I added a quad? Would that work?
I changed it to sphere and now it's just red transparent circles
I've been trying for a few days now... I've tried changing the particle count, color, size... I even tried using the world sdk's additive shader since particles work on worlds but not avatars for me but... nope... all the same result
Here's what it's supposed to look like
I need to know if this is just an issue with me or if I'm not the problem here
Maybe... I can make a workaround. Standard Lite seems to change it so if I just do some stuff with that it won't look exactly like I want it to but it'll look similar
i suggest upvoting the canny if theres one for quest particles since im 99.9% sure this can be solved when those shaders follow the corrected rules
Upvoting the canny? Sorry... I don't know much...
its the bugs and features board for vrchat
So... how do I... "upvote the canny"?
transparency does not work on quest
how can I make a transparent or cutout material for my Quest Avatar? Is there a special shader for?
You don't
why?
Read the message above yours
and cutout? I mean why does they don't support it? is it for performance reason? Is it for compatiblity?
and will this be supported in the future until physbones get realesed into the official version of the game?
cutout and transprency is taxing on the quests architecture. use additive as its the cheapest option for mobile processing
so I take VRChat/Mobile/Particle/additive Shader for my Eyelashes as a transparent/Cutout replacement?
Get this through your head:
Any type of transparency or cutout is not allowed on quest.
in theory. but not as of right now. not sure what the issue has been. i think the baked in shader for it is no longer there
I assume
correct
Not you
This i assume
i wonder how hard itd be to make a cutout mesh maker
pretty much you'll have to cut out all of your transparent bits with the knife tool in blender
I have a transparent eyelashes material over the eyes. The shape is not squared and completely uneven and jagged
so you need to take a knife to the eyelashes if you want to keep them
if eye lash color is issue. try matching the color you want on the texture itself so it looks like its cutout
I really hope Quest gets cutout or transparent support in the future, because this is just a horrible pain...
I moved the vertices around and now, all shapekeys are gone from the brew...
I could really use some help here but I've been getting mixed answers. I'm trying to put particles on my avatar but they turn out as red transparent squares. I keep hearing things like "particles can't be transparent" but never get any information on how to actually fix it... All I hear are potential problems, not solutions so... if anyone knows how to fix this... please help...
its not a matter of technical challenge for a new feature
the quest is just too underpowered
that is unlikely to ever change
because of the way mobile chipsets handle rendering
at best. additive would come back as its additive and not multiplying alpha per pixel
This makes no sense, I already got some projects to work on android, that uses transparent shaders...
theyll work. but optimization is the goal
the problem is if you use transparencies on all the avatars you can't hit the framerate targets vrchat is trying for
basically the problem is avatars would cause lots of overdrawn of the transparencies because they would layer on top of each other
So why not just allow 1 single cutout material for every quest avatar in this case?
because one is probably too much
that isnt controlled enough
the problem is if you have two avatars with transparency next to each other so the transparencies overlap you have overdraw
A simple cutout will also be good enoug for the first.
as a shader tests each pixel. the queue of said material and lod instruction over take eachother and over time. can bring a lot of stressfulness for the system to handle
that would still involve overlapping transparency testing
as it stands right now. quest avatars uploaded in modern times follow baked in avatar shaders
and I have to go head off to take care of some errands
see ya
Why I never had such problems on my other Unity android projects (nothing todo with vrc)
thats why i said the thing about 1000s of other people
take it up with the devs
they're not rendering at the frame rates or resolutions vrchat needs to do and you control everything in your Unity project compared to vrchat which is user-generated content
so vrchat basically needs to assume worst case scenario constantly
and the worst case scenarios still pop up randomly
open a canny for it if you believe there is a solution to be had :3
basically none of us are trustworthy enough not to make a mess from vrchat point of view
wheres the canny for additive
lol and they are goddanged right
They still can force everyone to use their VRChat Shader for Quest, but I only wish a simple cutout as an additional shader inside the VRChat Shader (I don't mean third party shader support! like Poiomi...)
look at the 420k polys 40 mats avatars that people drop on PCs
the point I'm trying to make is it's too expensive for vrchat worst case scenario modeling and I have to go now
What are you getting at?
avatars lag on pc
that users cannot be trusted to keep a handle on performance, and that they decided on limits for the quest for a reason
i.e. probably a bad idea to give us transparency
the point is that about 2% of the VRC userbase actually has any idea what they're doing, so the devs err on the side of caution and don't allow users to use shader features that can absolutely ruin performance for mobile users
I optimise my stuff and get for it a better rating like "good" or "medium". Peoples that don't care or even forcly use / Make avatars with 500k+ poligons and 100 Dynamic Bones getting hided by VRChat automaticly..
and the most getting hided by default, so you only can see a robot or a vrchat default fallback avatar
in my opinion vrc should strongarm the users even more regarding performance, but i'm not going to die on that hill
people love their creativity. even when my gpu is commiting sudoku when rendering their avatar
I don't quite understand what you're getting at? Players who have poorly optimized avatars will automatically not be shown unless you activate their avatar directly.
i think they should remove the lightmapped shader put of the avatar sdk lol
i am not a quest player
the idea is to not crash at the end of the day
why Quest? I am talking about PC and QUest
i decide who gets hidden, and the very poor performance pool of avatars range from "oh they used one avatar too many" and "jesus christ this one avatar dropped me 50 FPS"
same goes on the quest, i imagine
you roll the dice when unhiding someone
you either see a nice avatar or your quest commits die
It's your choose if you want to show a hidden performance blocked avatar
sure, i'd rather just see everyone
when ones self is able to cause an effect with out the consent or normality of the morbid behavior of side human wellfair. thou would have strength to bring harm when unnessisary
thus strong arming the users a bit harder regarding performance
and by accident
calm down nietzsche
😆
but the thing I am talking about is just to allow one single cutout shader, that is even shiped in from the VRCSDK... (No highly modded PC Burner Shaders)
look man
its in some book i swear
this is a help channel, and the help you can get is: "no transparency"
if you wish to change it then you need to open a request on their canny and get the dev's attention to it
i think at best. the additive shader should be allowed as an additive cutout would be better than a tradition colormask or rite shader tactice
along with using halfs
find the canny sos
we were discussing about it since it was interesting, but unfortunately that's how it is for now
for some reason this fallback isnt showing up in my fallback list?
It got banned I also had it and someone else got it banned
Fuck I was hoping no one would say that
Srry
#stfu
stop
does anyone know where i can find the morty avatar or one like it?
#avatar-search-old and stop fuckin spammin every channel m8
is there a shader that can be used for quest avatars that supports cutout transparency?
no
dang
too expensive for the mobile Hardware
yes
alright, thanks
Anyone here know how to do quest physbones if so dm me or @ me
can y’all permanently ban all emo eboy/egirl avatars please
#avatar-search-old is how, not here
and no.'
why dawg
Is it still possible to do particles on quest avatars? I've been having a lot of trouble with it
i found a person who claims to use a quest only. with movable hair and such.
i didn’t think quest had that yet.
why
bc they wont ban those avatars just because YOU dont like them
but like can they
no
they made da game am I wrong
why can’t they
huh
what.
not joking
i mean, nsfw avatars are already against the rules
yeah
they try to ban em as fast as they can
and those are nsfw avis not emo dumbass'
Fallbacks are typically quest only
but they're also no.. hmm hecc
wha
nvm dumb brain
no..... i don no...
you need both windows and android for it to work as fallback, no?
that's what they meant
idk
never did with my first fallbacks, but i'll do it anyway lol
its just odd how my first fallbacks worked fine, but this one uploaded... and just simply doesnt exist anywhere but my PC avatars list
ye
oof, ok where am i gonna find a windows project to import this to, that isnt gonna roflstomp something XD
backups are important kids
ye
will see what the outcome is, cause i've been yeeting out projects like they're going out of fashion atm
HA
is there anyway to make particles to work on quest 2?
Non-transparent ones, sure. keep in mind that particles can cause performance hickups
does anyone know were to get female quest compatible NSFW avatars
thats not a good question nor the right place
lol
Does anyone know of male avatar with long hair that has physbone
First off: Wrong channel. Second: Patience
Oh shit my b didn't know it was the wrong channel
And wdym patience?
its still in beta, few people are making avatars for it for now
Anyone have a moon knight from the show?
Has anyone else been having issues with particles on quest avatars? If not... could you tell me what you did cause no matter what I seem to do it never works
Anyone know how to make a hue shift for quest?
Particles cannot be transparent
animate color of material manually
i have question , with new update , can quest use rotation constraints or any other type of constraints ?

try only putting them on the main root bones
anyone know were i get physbones sorry
I really need help with something. Has anyone made an avatar with particles for quest recently? If so... how on earth did you do that because mine just look like red squares
bcs you probably used unsupported transparency
How do I... not do that?
I'm not great with unity though... where do I turn off transparency?
anyone have any good couple avatars for quest that have phys bones?
Any world suggestions for Avis with phys bones, I’m having a hard time finding one that works
Are u kidding me? Quest can add Phys bone just 8 components, That too little. Even in open-beta it works.
Ok. So you wanna fry your quest?
Nooo!! But it's so little i can add Phys bone in my hair just 1 just 1!!!!
.
Huh?
Beta before had the entire 64 and most people were fine. 16 wouldn't fry the quest
It doesnt matter
At least 12 or smth a little more lol. 8 is too small
Ppl really underestimating the quest and think it can't handle more than 8 even tho it ran plenty people with 64 fine in the past
they would not Implement that
You haven’t even read it
the vrchat dev team has already answered several times as far as raising the bone limits
In the beta it runs completely fine with heaps of people
Ok. They addressed that
a open beta test is a lot less people than when it's live so probably all the disaster cases haven't shown up yet
^^
They are addressing it for physbone limits to be removed, I’m asking for it to be bumped up a tad higher because a lot of avatars are unable to use physbones
that the Avatar makers fault for not optimizing
Never enough.
Lol
Yall want more fuckin polygons than hairs on my head. And thats not even that much…
Then fix the hair. There's no way it needs that many separate strands.
What
Mf they are saying that avatars with 64phys worked fine. They aren't asking for uncapped just a bit more. You guys fucking despise quest players because you all think we are little kids. We aren't asking for much; just to be able to use our headsets to their full opportunities.
^^^^^^^^^
It ran fine also when I joined full lobbys also
16 would be fine. That's not even half of what PC has. That's actually half of half. And it would still give us more leniency to make things effective and nice looking
I've been looking at avatars today and how many bones it would take to make them look natural and nice. 8 is hardly ever enough, but Ive seen where they can work between 10- 16
Like I rember playing in physbone avi worlds and all of their physbones work but now only 2 of the avatars from that world work
And not everyone can afford a PC
Also its a super dickish move to make the beta run 64 for quest and then to rip it away on live and cap it so harshly
I'm starting my job on monday so imma save for a gaming laptop that can run vr
You give people a taste of smth great and then stomp on it. If they were gonna cap it so hard they shouldn't have let Questies use 64 during beta the entire time
That person was asking for unlimited physbones you dense cucumber 💀
AGAIN. That message is addressing UNLIMITED. we don't want that we're only asking for a slight increase
1 6 isn't gonna melt a quest when 64 was fine on beta with full lobbies
And again. It's a d i c k move to make the beta use 64 if they had no intent of allowing it to follow through and so harshly change it. It's like the carrot on the stick.
The way he phrases the message makes me think it will be raised in the future and that since this is the first live branch, they are starting physbones small on quest.
the vrchat devs are unlikely to change the limit
Thats fucking stupid
^
they've been doing lots of internal testing to figure out what to put the limits at
Its also ridiculous seeing how physbones were so quest finally had smth like dynamics
I don't think quest players mind playing on 38fps like they always do but with physbones lol
Well their testing is shit considering 64 in full lobbies were fine before
I'm not even asking for a massive increase personally
16 isn't even half of what PC has
the vrchat dev team is uncomfortable with folks running that low frame rate
They could increase it to 16 and make it a toggle
Make the default 8 or off
And then allow it to manually be turned on or see 16
Why are the devs uncomfortable with that when the entire quest community is fine with it?
Could be a 3 way toggle. Off - 8 - 16
its like giving us help we dont want
because low frame rates makes people puke so the fact that it's gotten so bad is a failure from their perspective
They shouldn't have let beta use 64 then
Bc people saw it worked
Physbones made so quest can have dynamics
The beta uses 64
Beta doesn't change to intended cap before live
Goes live with sudden harsh cap change
This is very dissapointing for me concidering one of the main points of physbones was to eliminate dynamic bones and make pc/quest parity for avatar interaction.
And people wonder why were upset. We were literally given smth we got excited for and saw worked really well and then it was swept from under us
I was so excited for the update and now I'm just ticked and extremely disappointed
Lol instead of being glad the dinky quest cpu can handle physics at all people are upset over their unoptimized avatars not having even more
optimize your avatars
Raise a canny if it bothers you so
We have
Great, hopefully it goes through
Quest handled it fine before.
The thing is that they don't need to be optimized because they were optimized with 64 bones and ran extremely smooth 💀
^^^^^^^
I went into a physbones avi world by myself during beta and put on a 64 bone avatar and didn't drop a single fucking frame
What harm is it if they raise the cap? Raise it to 16. See how it works lol
vrchat does not make their performance decisions based off of how well a single Avatar performs in a empty world
I was in full lobbies and my frames were great
But instead you guys would rather settle for less than more which we know would work
And we're not asking for the full 64 or unlimited. Hell I'm not even asking for 32. 16 is fine with me
But 8 is too limiting
I was giving an examply my guy. You are cherrypicking what we say at this point considering I've already said multiple times that it ran fine with full 30+ people lobbys. As soon as I say something that prooves that they don't cause issues you go "well actually" 🤓
Is there any physical proof that 8 is the most the quest can handle bc I sure don't see it lol
But I've sure seen proof it works fine with full lobbies with the 64 cap
Like I said they probably capped it hard because its the first live test and most likely will be capped higher at a later date
You guys severely are underestimating the quest just bc"well lol it's quest"
It still sucks though
I hope it raises to 16
It's their only point ig 🤷♂️
If we get 16 I'll be satisfied and shut up
Can't believe I was so excited for a slap in the face today lmao
Should've had a cap in beta if they were planning to cap it so hard the entire time
Honestly the way they handled beta is probably why everyone is upset. If they had a smaller cap in beta nobody would've cared as much bc we would've expected it.
I don't see your point with this? Quest doesn't have half the processing power of a PC so why would it's limits be half of it?
Are you sure you aren't overestimating it? I've seen plenty of quest users come into worlds with 60+ and run like crap, so with bones ontop of that ofc they're going to run even worse.
And putting the beta limits up makes sense, they want to stress test to gauge what they considered the acceptable limits for preformance where.
Just because you think low fps is acceptable doesn't mean that the whole quest userbase is.
Although tbh it would have been nice if they added like a limit bones checkbox that brings the limit to 8 that was on by default, and then set the very poor limit to 16 or something.
16 is enough to not be too limiting while also being less than half of 64 and more than the 8 that barely lets you do anything. Especially since physbones can't multiroot
Also most worlds don't even let more than 60 people in it and a place with 60 people or more isn't the norm
But yes I agree if you could default to 8 and then toggle up to view 16
I'd be fine with that
As long as the cap is raised to something higher like 16 idc
By having 64 transforms plus the humanoid bone. It's already a model in the 150 bone range. Want more then 64 I guess
It takes 3 bones to frame a face of hair, 3 for long hair to move naturally if it's long, 2 for sleeves if theyre long and that's already 8. It doesn't leave room for anything else like if you have extra accessories like a necklace or ears or smth
16 would leave some leniency and maybe not everyone would have to use it but for more detailed models it would help while not being too much
I was working with 4 to be rank good. You don't need everything to wiggle. You survive with nothing until now
Physbones were advertised in a way so that quest could finally have dynamics and then we hardly get anything lol
I don't get why asking for the cap to be 16 is such a big deal. It's not a huge increase, but it's enough and it's not unlimited nor nearly the same as the PC
I saw how well it could work with the 64 too. I'm not asking for 64 though.
Not even 32
For now
I'd be completely satisfied with 16
For now
I just want leniency but it feels stressful with 8
Why are you even advocating for less
You're fine with less instead of asking for more to even see if it could work out lol
I've seen plenty of decent looking good rated avis on desktop, and that's the same bone limit as quest
It's not even that much more
I think it should be 4 /s
You just need to optimize your bone layouts and not try and make every single part of your Avi jiggle
I personally feel like you guys are just coming from a place of malice for quest users 😂
As somone who makes all my Avis and world's quest compatible, no
Same
Then what's the big deal if it's 16
Since day 1
Its never enough :3
vrc devs give a hand and people want the whole arm
Was the first
If it was never enough id be asking for 64
Then don't advertise physbones as finally giving quest dynamics , make the beta use 64 , then cap it to 8 out of nowhere and then refuse to have any leniency? It's dickish
If most people are upset raise it a little and see how it goes lol
Again. 16 isn't a lot.
But it's enough :^
And I'd be fine with it
16 but 64 transform ?
It's not dickish. If you are using a beta you should expect that to change. To everyone who hasn't used the beta it's gone from no dynamics to having some. That's a +.
Ive looked at avatars to see how it could look natural and not too stiff and 8 hardly is enough. 16 would be fine and sometimes more than needed. Usually it's the 12 range
Yeah but people who use beta probably expected the beta and not a sudden last second change that changes it so drastically ?
A slight decrease fine. But 8 was such a massive drop
I don't see the big deal in wanting 16.
I'm not even asking for no cap.
Preformance is the deal. That's all.
I'm not saying it wouldn't be nice if it was 16. I'm saying if 16 would work well on the quest hardware they'd probably have made that the limit.
There's no proof saying 16 couldn't work.
I never said it wouldn't work. I said it would preform markedly worse than 8
Not drastically though?
Beta was fine with 64 in full lobby I don't see how 16 could be so much worse than 8
Im not sure what bargaining with random users here in the help channel will do for you, we dont develop vrc features
Maybe they'll see it idk
they do not take feature request outside of the vrchat canary
Put forth your arguments in the canny, spending hours mad over here will do nothing
I already put my cents in a canny though
Then there were go
and there is literally nothing else actionable to do at the moment
Now either optimize your avatars to work on 8 bones, or do nothing until the devs maybe raise the limit, or not
I hope they do then,,
Ill have to learn how to use 8 it's just .. frustrating I guess .
Im just , upset because I was so excited and then let down so hard idk
Sorry
Its frustrating seeing people treating physics and this whole interactivity system finally coming to the quest as a slap in the face because they don't consider it good enough, to be honest.
Well I mean it is very disappointing compared to how it looked but that's all I have to say.
You had a lot to say 😄
Yes. And I don't think what I had to say was too much to ask for
A free products. Demand. Seen reasonable
I at least am not lacking in ambition
🧱
lol
Hey
Got new physic bones working
But they dont have coliders on my hair bones
How do i fix it
So i can grab my hair
I think its a thing you gotta do in your hand colliders? Like set the radius to above zero
But i didnt mess with dynbones yet so not sure, just read it
Anyone know how I can make a custom mesh for particles on my avatar?
does anyone have any cute physbone avatars or like worlds i could go to?
Viseme not showing on mirrors can anyone help me?
Its a slap in the face for people that expierienced 64 bones, had perfect performance, and then got it taken away from them.
components
What, 64? I thought the 8 was referring to the bones being controlled which indeed doesn't sound very good
Man you can do plenty on 64 bones lol
Hair is tuff though bc it takes alot components unless u know how to use root bone
And it can be buggy
It is a good update though. Hope they make more progress and optimization for maybe 3 more components in future or idk
i really just want a cap of like 200, is that too much to ask?
like idk anything about the code but it seemed to work extremely well in the beta
You're basically asking for the same limits as PC on a device way less powerful then even low-end VR PC's.
It's possible they'll increase the limit in the future, but it's also possible it'll just stay the same. We'll have to wait and see.
cellphone in a headset is essentially the quest
wait what? the limit on pc is that low?
if you exceed 256 phys bones your avatar is marked as Very Poor on PC.
damn. thats a little low imo. i just want to be able to have good looking hair on quest, mine has 124 to be exact. was a shame when i saw that the limit was half that
give people a hand and they want the whole arm
listen they did a great job, a giant improvement for all. but it still has issues, most things do
the statement from tupper about the 8 bone limit should be pinned imo
im just giving a bit of feedback
If you wanna give feedback to the VRChat Team on it you can do so here, ideally check if a post similar to what you want to say is already there, if it is just vote on that instead of making a new post. https://feedback.vrchat.com/
256 is pretty generous, the real bottleneck is component count.
Kk. Sure. Im on quest. I dont despise them. Hell. My lovers on quest. Some of my best friends are on quest. I dont make avatars. Im only trying to inform you that itll make your quest melt and you wont be able to use it.
Alright fellow quest player
Now. I think a raise to 10 would be fine, but remember the admin have the last word
I have a question. When the avatar dynamics came out, do people have to update the avitars?
Does anyone have good worlds with the new physics bones. Yes especially if they are beta avatars
not really, but models using the old physics will behave differently with the new physics
so it would require an update to make it look right again
Well mine don't move at all...
Why
It is
when you mean old models, do you mean old quest models on the beta dynamic bones ?
Is it cuz I'm on quest
i meant models using the old dynamic bones physics
They said it worked on there too
they quest lowered the limit after beta, so old models using the high limit cap do not work anymore
👍🏻
all dynamic bones are disabled on models over the limit
Damn
before it was like... 64 components? i am not sure, i didnt participate in the beta.
Ah ok
Man I was really exited but. Dunno if people will even care about those limits. Wanted to see my avatars wiggle😕
Understandable but it’s to help out systems not overload
Try looking up phys or dynamics in worlds and you can find a couple more good avatars
Hey so I updated to the beta version on my quest but I still don't see dynamic bones on any of my avatars anyone know why?
read up
probably they're avatars over the bone limit, so they get disabled
make sure you have the game updated too
Ahh ok thank you!
does anyone know good worlds to get good girl avatars?
Maybe in #avatar-search-old cuz this is for making avis
Has anyone made a quest avatar with particles recently? I need to know how one would do that
How do i unlock this shader? 😅
How tf is it melting the quest when every quest player was fine with 64bones in full lobbys
It’s over exaggerating. And the beta was with not a lotta ppl
Ok. I kno some crashers exist that break the quest@
Yea they dont use physbones 💀 Most crashers dont use physbones
How do crashers have to do with physbones?
No because i've been in full lobbys
How.
Im not sure what exactly, but it can. From what I’ve been told
No on the beta
How many?
I am not sure. But possibly only ~200 ppl in beta
Mhm. Cuz it would cr-
Hw
Why deletw
Cuz i thought you were talking about something else
And I was still in full lobbys
With bones capped at 64
B r u h
Nah. Bones capped at. Hold on
Like how are people so fucking dense that they can't understand that quest can run a lot of bones without "melting" it
Hold. On
I would point out that the 8 limit is on components not amount of bone transforms
Yes. In one avatar. But if lets say. 30 people with abiht 100 bones each, all in a lobby?
Take note
what’s a acotar dynamic world i can go to for quest
How does one join the beta-
the beta finished Avatar Dynamics came out
Ik2? Isnt that pc only
Oh?
it is yea
Oh but. This is quest avis?..
I joined the dynamic world and it told me to join the open beta?
cough cough its pc only and irregardless you shouldnt ask that here
they haven't updated the sign
Ohh I see!
He didn't know, thats why he asked :)
all good tho
just a misunderstanding
maybe they should have read the channel rules
Yes
everyone doesn't read channel rules
..
I do
thats good for you
they weren't aware that the dynamics beta had ended already, you just kind of assumed he was talking about IK beta for some reason lol
just tell em that dynamics is live and issue solved
Is there something going on with quest avatars and particles? They appear as red squares for me but I don't know if it's me doing something wrong or if it's just bugged
Lopunny anyone
:3 time to dynamic bone it a little
Oml
Anyone know non furry avatar worlds with physbone?
Does anyone have any ww2 or ww1 avatars other then the 1917 avatars
Why did they set the physbone limit so low on quest? It worked fine in open beta, but now it doesn’t
Well that sucks
so yeah they're unlikely to raise it
So wait, is dynamics out for all platforms, or out on pc and bets on oculus, or is it pc only? I tried getting the beta to work on oculus earlier and it came to no avail
all platforms & Quest avatars have to be manually upgraded to use it as they have no Dynamics bones to Auto convert from
anyone have some animated avatars? troll, male, female, normal- i just want avatars with alot of expressions. i can trade avatar ig
For qeust avatars do you need to edit them yourself? Like add phys bones to it?
To have the update work
question: is there a fixed maximum file size for avatars on quest which is 10MB?
and question #2: how do I figure that out on upload time, how big the avatar file size is, as I don't have a quest...
yes
Thanks, this was unclear for me
Does anyone have avatars with cool features?
so ive made a avatar which when im on standalone quest shows for me but not my friends even after they manually show it and all
might be above 10 mb
ye it was 10.1mb while it showed for me on quest it did not for others but i have since fixed
anyone have avatars with qlot of expressions
i tried it too venom
Then stay there lol
It don’t matter
I have that avatar with 13 phys components. I could bring it down to 6 by having a root with multiple childs. The only draw back is, they can't get multi grab I think but that's fine.
Been having this question for a while, recently made an avatar use 1 atlassed texture, It's 8k But I compressed it down to 1.3MB, should I look for a smaller size or is this okay?
that's a lotta vram being used up
as crunch compression only helps with the download time not Ram size
that texture would be using 256 MB of RAM and the quest only has 6 GB
Hmm, I'll get on it!
Issue is that it looks horrible on a smaller size, must an unwrapping issue
doesn't the quest only have 2 though?
6 gigs of RAM and it shared with the vram the original Quest has 4
maybe it was two gigs was actually usable by vrchat but yeah that's way too high especially if it's PBR
like I might suggest doing a texture bake to cut down on wasted space in the texture
there's a button that can handle it in cats
Oh well that won't be an issue as I have it ready and set with cats
thanks for the info Rainwolf, just like the beta times XD
and basically I'm suggesting it so you suck out all the empty space that comes about just from putting the different textures next to each other
like in this example half the texture is black
bruh quest avatars is finding avatars for quest, avatar search is for pc and quest
No.
Read the channel
me who cant read
Lol
does this work? https://booth.pm/ja/items/2436054
VRChat PC 用アバターの Quest 対応を想定した Unity Editor 拡張です。 English Description: https://github.com/kurotu/VRCQuestTools#readme
anyone that knows how to upload a quest avatar could you help me?
Hey i wanted to start editing avatars that didn’t have physbones does anyone know how i can do that?
Can anyone help me? I'm looking for Niko Bellic from GTA IV, I've seen this avatar in two quest compatible worlds but cannot remember what the world was called.
i dont know how to do that thx for telling im dumb
thats O-go youre thinking of.
I've never heard of that in my entire life
Can anyone help me find a femboy avatar with laying down animations quest
i made the transformer death star available for quest
How do I optimize the fish bones I’ve never actually done it and it always says that I have too many bones and I don’t know how to make it less
FISH BONES
FISH BONES
Whats it mean
STFU DYNO
Lol
Lol
Well what exactly is too much, there are limits for different parts of physbones
one rule for it do not fire the superlaser at a mirror it’ll crash the entire server
Dwlete
I doubt they’ll accidentally donit
Hnless its on purpos
An avatar exceeding the physbone limit. That's kinda fish
i mean it will destroy the server
i put a warning on it don’t use the superlaser not ready for testing
Anyone know bunny avatar worlds
https://raytracing-benchmarks.are-really.cool/9tupZbA.mp4 Making my Quest avatar have the same features as the PC one, including configurable glowing colored parts.
Please ignore the hair normals, I fixed them already
PC
Quest 
I would love to make it more optimized, but I need 4 materials to do the effects, I could reduce it to 3, but I would loose the matcap on clothes
I understand why it's there, especially with materials, as each mat is a garanteed drawcall, and those are expensive, but I could do it all in one or two materials if we had more feature-complete shaders
Oh, animations affect all four materials....
Well, there goes the whole idea
I suppose I can still implement it through material swaps and just have a few preset colors based on thresholds
Society if we had masks on Quest:
which of the mobile shaders actually show up on quest avatars
All of them except Lightmapped and Skybox
Sorry to randomly appear, but what in the world is happening here? Using the standard shader the texture looks fine, but as soon as I use "Standard lite" this happens:
Each 'Material slot' is what counts. You need to merge objects utilizing the same materials in order for them to count as one material.
do you see the 2 materials on my unity image in the left corner? that is all what I am using for this avatar. my other .fbx use exactly that same material, like my avatar use for his hair, skin, face ...
I do. I am telling you it doesn't matter if it is the same material if they are separate objects. 5 Material slots and 2 materials doesn't optimize it down to 2 material slots for you
It does make a difference in performance. You can go look up the tech stuff by googling 'Draw Calls' but it is not knowledge you need to have. Unity will assume that each material slot can assume a different material at runtime so they stay separate. This is an optimization you have to do yourself.
No. This is a normal realtime rendering issue that has little to do with VRChat itself. Under normal game dev circumstances merging 'Material Slots' is never an issue, I am unsure why you are reluctant to do so. I believe the optimization toolset in Blender Cats Blender Plugin can trivialize this task for you.
Export it as one merged object in one file. Instead of hiding the elements you could use shape keys to scale the objects into something extremely small and move it inside the nearest bodypart.
and I though Quest avatars are already complicated and expensive to make as f...
Complete standalone VR is an absolute marvel of technology at this pricepoint :)
sounds like another few days of work that noone is recognize how much pain this was / would be...
it sounds possible to make, but very painful
I mean, atleast I have always to make the avatar again and again in blender, if I dislike, how the knife fits into my vrchat animated fist as example
It may seem that way, but with more experience this is a task that could have been completed in less time than this conversation. For now it sounds like you should lower your expectations. If you keep it up you'll find those things come to you easily.
bone scaling would be better for performance than blendshapes as far as hiding objects
that would be poor rank which requires user to change the settings to show automatically
Prob lite
Standard lite
Setup, idk, some metallic with a little emission over the material? Not sure but standard is the only one that gives you the tools
Can someone make a boy avatar with the jiggle Affect don’t make it look emo or have tail or ears
no
Ok
i'm scared
yes
I think on fiverr are peoples, that can make you such things for money, but you never know how good or bad your creation will look and work in the end.
i mean with a base model i’ve helped friends make the avi less edgy looking
some of them let you take off the ears and tails and such
Latex matcap using matcap lit
Matcap lit?
It's a quest shader that allows you to use matcaps
matcap lit 😎 👌 🚬 🔥 af
hold on
ignore the tilling, I returned them back to 1 but I tried to change the numbers to see maybe any difference, but no....
Use this for your matcap
Well it's base on camera postition
Or you could use bumpmapped specular and up the shineness
Well im out of ideas
Thats odd, the matcap should be more pronounced
Matcap is basically pretend lighting/reflections based on the little circle
Where eyes 👀
hi
i need help, is there any way to search for an avatar by performance??? i was looking for e-boy avatars but they all are very poor, or does anybody know a good avatar world with optimized e-boy avatars?
@dense imp Don't ping staff please. An explanation for the quest limit is provided here https://feedback.vrchat.com/open-beta/p/1189-change-quest-hard-limits-to-a-toggle
sorry someone told me I could 😖
This is for unlimited physbones though? This doesn't answer my question at all.
read the replies
I did. He talks about never implamenting unlimited.
tupper's answer both covers raising and unlimited
To be extremely to-the-point: We have very significant performance problems on the Quest that we constantly push back against, and we have no interest in adding in another unlimited factor that would kill performance across the board.
That's why we've implemented the limit. If it turns out that it's extremely restrictive, we can approach it again later-- however, I do not think this is likely.
Since the PhysBones limits are double that (old) DB limit and Quest has never had a system like this before, I expect Quest avatar authors to adapt extremely quickly, and with very little loss of fidelity.
i.e. they have other performance issues to watch out for;
they're on the brink of other performance metrics already and, as performant as it is, adding another system didn't help;
raising isnt out of the table but unlikely;
they simply expect authors to adapt
That sucks :( the beta performed so well with the higher limit even in full lobbies.
It was a really big letdown to see this update ngl
Really dissapointed :(
its still really cool
you went from 0 physics to 8 components/64 transforms and it was a let down?
i guess they shouldnt have bothered.
Wdym by "0 physics"?
Well yea ik bro
Its just they gave us so much in the beta that was performing really well and then was taken away
I'm just saying it isnt being used to its full potential at all
potential comes after fixing shitty fps
the quest is already unbearable at times already
8 components and 64 transforms is extremely generous
Hey all, I just joined and I’ve got a question. I’m sure this gets asked a decent amount but, is it really impossible to upload avatars for quest from a mac? I don’t have a pc, so I don’t have any other option. I’ve tried it from my mac but it just says “failed to upload asset bundle.” (I’ve triple checked I’m using the right sdk and version of unity btw)
older macs seem to have issues uploading to vrc but newer ones seem to work just fine
Ah, that’s probably the problem then. I’ve got a mac from 2015
Damn that sucks. One of the big reasons I even got a quest was so I could play as some custom avatars
Now it turns out I need to buy an entire new laptop before thats possible
Rip
id suggest windows 10 if possible
What, you mean like running windows 10 through my mac?
With Boot Camp, you can install Microsoft Windows 10 on your Mac, then switch between macOS and Windows when restarting your Mac.
either, i recommend on new computer
Why do Quest compatible "particle" shaders work fine in Unity, but show up invisible in game?
If these worked properly it would be helpful for blush and materials that are supposed to use a cutout shader.
quest vr chat does not support any form of transparency for performance reasons
But they leave the ability use the shaders anyway?
I've always wondered why the sdk specified why you can't use alpha blended, but the other 2 were fine. Why have them included if we aren't supposed to use them? I guess i'll never know hahah.
basically all the shaders are left how they were an SDK 2 when it was one sdk instead of two separate ones
I see, so they were originally meant for worlds??
potentially as like the lightmap shaders are still in the Avatar SDK
Ye in the beta there was 64 it's a let down when u are shown one thing and given another
betas are subject to change at any time and do not represent the final item.
Have anyone been having issues loading into their avatars lately? (avatar breaking, no movement, cam stuck at a higher position than avatar, no expressions)
is there a way to make more shaders for the vrchat/mobile?