#quest-optimization
1 messages · Page 1 of 1 (latest)
And hope the base you are using has a Quest port already made since automatic decimation does not leave very pretty results.
Hey all,
This is a long shot but was wondering if anyone could help me out with this.
I just received my quest 2 recently and have found vr chat on steam vr airlink to be at a very poor resolution aswell as quite glitchy/laggy at times which makes playing the game pretty unbearable. I’ve gone through multiple settings with no fix so far. I’ve noticed that Airlink on steamvr in general has this quality issue too.
I’ve heard of fixes such as attaching a seperate wifi 6 router to the pc for the quest alone, not sure how that would work with my setup (modem is downstairs, I’m connected to a booster via Ethernet upstairs)
Any help is appreciated ^^!
what are your pc specs?
It could just be the limits of your internet, router, or pc, but most people suggest using the link method instead. With a looong usb-c 3.0 cable and software from the oculus website, you can connect the oculus to your pc directly to reduce lag. That being said, there's a bunch of settings on your pc (driver settings and settings within the oculus link app) that you have to play with to optimize performance (I'm not super familiar with those settings myself, but there's lots of YouTube content on them).
Intel(R) Core(TM) i7-7700 CPU @ 3.60GHz 3.60 GHz
GTX 1070
16 GB Ram
i dont know about the core but else you got pretty much same stuff as me
i dont run perfectly either
i need to make sure nothing else runs at the same time
gtx 1070 barely meets pcvr requirements
but it works
Ah okay! Not sure whether I should just invest in a router to put upstairs with me now or try out the link cable and hope for the best. Already spent alot purchasing the quest and accessories, such a bummer to fork out another $180 aud for a router
I mean I don't have anything else besides a temp monitor app and task manager and I still get poor resolution/lag, didn't realize the 1070 is that low in power for vr 😅
Just the 1070
Yep!
eesh
It runs pc games at ultra detail just fine too
I don't have the game currently, only bought the headset last week so haven't really had the chance yet
I just wanted to fix current issues as it's a real headache to deal with sadly
ah
i mean, even with my 1070ti i sometimes get some headache inducing weird glitch effects
Although thinking about it, I live in a household that has heaps of devices connected to our one modem downstairs.
I use a booster connected via ethernet upstairs for my pc, so perhaps that may be my issue
It's tricky finding a solution to the internet issue as most reddit posts give advice for those who can connect directly to the modem
i got 1gb upload and 600mb download so shouldnt be an issue for me
air link so far
can you do a speed test?
Oh wow! In Australia we have terrible internet
My modem is at 100mbps and I get 80mbps upstairs with the booster
mind you my friend has terrible internet but can use the quest via airlink just fine
your internet speed has no bearing on airlink, its your local network that's important
Ahh alright, so it could be due to having a large number of devices already on the home modem?
depends
is your pc connected via ethernet?
or is it also over wifi via your booster as well
It's connected via ethernet to the booster
the main modem is downstairs unfortunately
So the booster would be connected via wifi I assume
so this booster is basically receiving wifi from your main router downstairs and your pc connects to it over ethernet?
Correct!
yeah thats definitely the problem then
Really inconvenient set up
because what happens is when you use airlink, your pc transmits the audio/video over ethernet to your booster, which gets sent to your router downstairs
Ahhhh
and then, it gets retransmitted from your router downstairs back to your booster, and then to your headset presumably
and because the send/receive is over the same wifi network, your network speed for that is effectively halved, depending on your router if it has mu-mimo support etc
also doesn't help that because you're that far from your router requiring a booster, your signal strength probably isnt the best either
So if there is any solution, I've read that purchasing a wifi 6 router to connect to the pc as a repeater for the quest may be a fix? would that work in this situation?
depends what you mean by that
honestly I probably just hook it up to a Link cable?
if your pc has a second ethernet port, then yeah you could plug it into a router and have a separate dedicated wifi network just for your airlink
I'm just going off information I found through older reddit posts, thought this may work
but if your pc only has one, then you'd effectively be using that router as a bridge to your main network downstairs anyway
that might allow your quest to airlink directly with your pc over the local network maybe?
I am not familiar with bridge networking with routers to say for certain if that's the case
What Is Bridge Mode? Bridge mode is a networking feature that allows two routers together. When it enabled, it essentially turns the respective router into a switch.
if its acting like a switch then yeah, it should let your quest connect to your pc directly without having to go through your router downstairs
Unfortunately I only have one Ethernet port (thought I had two)!
So it may be a bit of a gamble as to whether it would work but essentially that would then replace my current isp provided booster and act as a stronger one? Apologies, these things aren't my strong suite!
a booster is essentially just a repeater, it rebroadcasts whatever it receives, and doesn't do any routing
which is why everything has to go back to your main router and back
using a router as a network bridge, it can do the above, while also routing network traffic accordingly. that means that when it sees your quest wanting to talk to your pc, because it knows your pc is connected to it directly, it'll just forward that network traffic directly, rather than having to go back to your main router.
Alrighty! Honestly that seems like a good solution, I'll have a look into some decent routers now
Thank you so much for your help! I really appreciate it
I am not 100% on that though so maybe do a bit more research
Will do, I can always test it out and return it to the store if it doesn't do the trick also
hey yall ive been told that baking with cats is at least a start to getting a pc avatar to work as a fallback but this is all that happens. anyone know how to fix this or am i just being dumb
actually before anyone tries to answer i just caught the latest release of cats has a specific version of blender that it supports. not sure why i didnt catch that before
alright just a wrong version. that shows that reading the instructions is actually helpful
So ended up purchasing a router, connected it via ethernet to my pc as a repeater and unfortunately nothings been fixed, resolution is still terrible
you don't want it as a repeater, you want it as a network bridge
Just swapped it to media bridge, now the oculus won't connect with the pc via airlink (Can't seem to win ;-;')
Media bridge doesn't create any new separate wireless networks to join either strangely
media bridge?
it's one of the only options that mentions anything to do with bridging in the router setup
if you're using an asus router, I think you'll want to use the Ai Mesh feature
media bridge does sound like wireless bridge though?
oh, you'll definitely want Ai Mesh
does the router you got support meshing/ai mesh? because that's the one you want. Just went and checked and as it turns out, as wireless bridge the router uses the wifi exclusively for talking with your other router, and cannot connect to clients except over ethernet. Mesh on the other hand will allow both.
Unfortunately it seems mesh needs a second ASUS router now as it won’t work with my isp provided modem
Which is another $170
that's unfortunate, sorry it didn't work out
Definitely is, thanks for helping
I take it running a cable from main router to where your pc is isnt an option? heh
Ahh unfortunately not, my pc room is upstairs whilst the modem is in the living room downstairs
And the modem can’t be moved due to it being fixed to the wall (thanks Australian internet)
is this one of those modem router combos?
I think so, it’s connected to the nbn here
I guess getting a link cable is your next best option
you could look into power line ethernet adaptors but that's more investment
but before you return the router
I think so 😓
I mean I could try purchasing a second router but I just don’t know if it’ll actually fix the issue
just do a test, and connect your pc and quest to your router on its own network, meaning disconnected from the internet
and see if its performance is better
it would still work for offline games and what not after all
Not sure exactly how to do that? It needs to connect to the modem downstairs to be able to get any internet though
you don't need internet to use air link
at least, i don't think so? I mainly use virtual desktop
all Airlink does is connect to your PC over your local network
it would be silly to require internet access if you want to play single player games for example
but then again this is facebook/meta so idk
Ahh right, I don't have Virtual Desktop
but you'd just set your router to ap mode and connect your pc and quest to it
Okay, I'll try that now
you wouldnt have internet access, but the quest should be able to connect to your pc
but the point is to test and see if your airlink situation is improved
so you know for certain this was the cause
Unfortunately the quest can’t find an IP address to connect to, I don’t think this option will work sadly
If I do look into installing a second modem upstairs, it’s still quite unsettling to not know if it’ll 100% fix the issue
Ohhhh, meshed network. Not 3D meshes... That was a bit confusing.
Hello everyone! @here
We've just launched VRChat 2022.2.2 into Open Beta.
The VRChat "Security Update" includes the integration Easy Anti-Cheat, which will prevent the usage of client modifications. It also includes the implementation of Secure Instances, which enforces instances rules on portals and instance links.
We know there's a lot to unpack there, so we wrote a blog post for you! It should answer your questions. Please check it out: https://hello.vrchat.com/blog/vrchat-security-update
This update has entered Open Beta just now, and barring any major issues we plan on releasing this update in 24 hours, same time tomorrow. If you wish to participate in the Open Beta, please see open-beta-info and open-beta-announcements . this sucks
everyone can read #announcements, no need to post this yourself
shut up
besides, this is a big W for questies, less client users to crash their ass
shut yo ass up
awie dont be mad 😄
im not mad my ears got a weight limit fatass
Onggg
ya, you got it on the limit all by yourself already 😬
Brazil
i do want to point out that avatars can still crash quest userss but sure its only client users lol
i said less, not only. Of course it aint gonna stop but from a standalone player's perspective this is a win
this is more of a loss to a lot of people though. Cause now as an avatar creator we wont have any means to know that our avatar has been ripped lol. but sure i guess take your small w
🤷 i play PCVR, was just discussing that this announcement doesnt really matter for quest channels
ah okie
and knowing if your models has been ripped or not doesnt help at all lol
❤️
its still out there
sorry wrong place
bahahah
Turn smoothness all the way down
Black things on ears is the fur that avi wasn’t made for quest so you got to change everything yourself pretty much
Yeah, I’m trying to make it quest compatible so my friends can see it, I tried turning smoothness down but it looks the same
One more thing, the hand and tattoos are white when they should be gold 😅
you could try putting the shader on standard for pc and standard lite for quest and set the albedo color to whatever color you want
When that happens to me I reset my headset
My game keeps crashing whenever im in my world and try to load a menu on both quests2's and I've factory reset them mutiple times. I'm at a loss
That's so weird
I have been experiencing this for around 4 months. it only did it to my 2nd quest as soon as I got it but, not to my first one up untill 3 weeks ago so im pretty much not allowed to play I guess. Like it lets me log in through oculus but thats about it, and even that it will lag on that screen
Edit: I tried it and now it won't even load into my world
Having a bit of an issue with making quest compatible avatars.
I've bought a prefab one that had quest support included so I could get a reference for how things should be done.
Also in an attempt to make it as optimised as possible, I've decimated the mesh, baked into one skinned mesh render and compressed the texture sizes.
The stats left for the avatar:
20k polygons.
8mb overall build size
All using VRC mobile standard lit shader.
2 materials.
Despite this when I switch the build target to android and select this avatar it won't build it at all.
All the options are greyed out.
So I reload the SDK, try again.
Close and reopen the unity project, try again.
But nothing seems to work.
Still able to build for quest on the prefab model I have that's in the same scene.
Any suggestions? Might have forgotten something obvious I'm very new to this.
I have any issue were vrchat just keeps shutting down idk why it does it since no other games ever do it any suggestions how to fix it?
If you have other avatars in the scene, disable them
When you say disable, do you mean hide them in the hierarchy - or does that mean something else? (Sorry if that's a dumb question, I'm quite new to this)
In the inspector (on the right by default), there is a checkbox next to the name of the object, this is a tick by default, and that means the object is enabled (being visible and active). To disable it, click the checkbox and the avatar should disappear from the scene, which still being available in the hierarchy.
I can provide very low quality images if you need
I am so tired rn I mixed up left and right here
The inspector is on the right
I suppose that makes sense. So if there are avatars in the scene that are enabled and also cannot be published to the android build platform, then it won't allow you to publish one that is.
That's a very useful tip thank you very much.
Now to make all my avatars visible for quest hahaha
It’s a very common issue that people come across, no clue how it happens, but it does (could be shaders or some other blocking error on the other avatars). Anyway good luck with that!
Also probably doesn't help that a lot of my avatars have references to assets not present in the scene in trying to build from.
I suppose disabling them would also make the build target switching faster too.
That too
I do wish there was an option for some better shaders on the Android platform though.
Even just a parallax heightmap would be greatl.
HI HI HELLO I THINK THIS IS WHERE ID ASK THIS QUESTION??? how would i go about putting a color shift effect that is also quest compatible,,,, i've seen quest avatars do it before so theres definitely SOME sorta way!!! i just cannot for the life of me figure out HOW
Here I'm showing how to make hueshifts in Unity, often used on VRC avatars.
00:00 First Method:
The first method is with the common Poiyomi shader, which already has an integrated hueshift in almost every section (Main texture, Matcap, Emission, etc.). Since poiyomi's materials get locked, you have to make sure the hueslider doesn't get locked i...
Hope this helps?????
THANK U this method wont rlly work for what im tryna do but its super helpful for the future!!!
is there like any way to make transparency for quest work?
No
No audio, no transparency, no constraints, no bitches
some avatars manage to have audio and lights tho
I dunno and I dont really care anymore
Ive been banned 🤷♀️
A public avatar I have actually managed to somehow have a kind of transparency so it is possible. I don't know how it was done, but a way to do it exists.
everything is good only the polygons are on very poor and because of that i cant upload it???
No, you should still be able to upload, something is either just not being warned about, or the SDK is broken.
Try restarting Unity.
Make sure to remove any other avatars from the scene. Other avatars, even if they're disabled, will prevent you from uploading to quest
agh now i feel stupid 💀 ty it worked
its still "very poor" but i dont think thats a big issue
Is there anyway to get two-sided rendering (cull: off) in any of the quest shaders? Or do I just double up my mesh?
you just need to double up the mesh for the spots where you can see both sides
Mhm. Figured that was probably the case.
if you used a Shader to disable backface calling it would still have to render all those triangles even if they're hidden inside the Avatar so doubling up some triangles only on like the parts you can see is rendering less overall
Doesn't the quest have some optimisations to not render a lot of that anyway?
well it wouldn't if you used a Shader that disables backface culling because you told it to disable that optimization
Not that specific optimisation, other funky mobile GPU stuff
To not run the fragment shader on fragments that aren't visible.
I'll have to do some testing at some point
hello! i can upload my quest avatar.. even though i have like.. 100 000 faces on blender?
Apparently, i must be under 10 000, but im quite far
woould my quest friend be able to see me ? x3
that would probably give them very bad frame rate considering that would make you a very poor avatar on PC from triangles
The reason i have so much faces, is because, i was putting lot of Cloths on my avatar through blender, so i can make multiples toggles out of them.. so.. most of them wouldn't be seen
would it still be a problem though? :x
that would probably be better for your quest users performance if that was different avatars as they still have to load all of the rest of the outfits in vram when not in use as they still have to load all of the rest of the outfits in vram when not in use
Ohh i see~ thank you ❤️
my rindo avatar, is at 43 000 faces by default :x
i never made a quest compatible, but like.. does that mean no quest user would be able to see my avatar when they enter the lobby, they would have to click on "Show avatar" on me?
would they be laggy when looking at me?
yes they would have to show the avatar
and for reference it can be a separate model on Quest compared to the PC version so you can make it more optimized
how do I know which physbones are safe to get rid of?
any physbones related to pvt parts
Well actually
You could remove every physbones
And it would work fine
But you wouldnt have physics
I just want a few in like the hair still and the wings but im only allowed to have 8
then remove all the others?
breasts and butt
man i hate avatars with exaggeratef phys bones there
Ears
You can already remove 12
24/8
I'd say scroll down
I did the physbones part and retextured, is there a way to do emissions on quest? Also any tips for quest hue shift?
If by emission you mean light, I don't think it is possible
If by emission you mean the emission property, Standard Lite shader can
thank you although I screwed up on some of the physbones and I have no idea how to lower these
When my game starts I instantiate an array of 900 instances, each with 8 polys- They don't have any code, just a renderer with a more-or-less unlit shader. Will the quest handle this ?
wdym "handle this"
ya aint allowed custom shaders on quest
I don't know how Unity manages instances, I'm just wondering if this will drop the FPS majorly due to depth sorting or something
and I have written plenty of shaders for Quest. It's just avatars that don't allow it
i am obviously talking about avatar shaders, but i guess the channel doesnt specify avatar/world
so let me rephrase "ya aint allowed custom shaders on quest avatars"
I don't think you can instantiate instances on avatars hehe
No worries though it's fine
and a 900 of anything on the standard lite shader would probably be too much, yeah
Anyone know any flame animations that work on quest
I've seen one before on an iron man and mando avatar i dont who made them tho
I know its possible, but particles on a Quest avatar will make headsets lag. Thats why they get a "Poor" rating
Is there a reason box-projection for reflection cubes is disabled for Quest?
Reflections are oversized on Quest, and it just accentuates the low-res nature of them.
I had made it target android for the build and this error came up (it was fine with it was a windows build)
Newbag here, what does this mean?
Material are what determines how parts of your avatar should look,
Combining materials shouldn't often be something you'll be able to do.
But if you have an avatar, or world, where 1 or more things use the same textures, then you should reuse the material (and turn on GPU instancing), unless you are incapable for some reason (which you can be if you are doing something advanced)
And atlasing is a thing done in Blender (or with the paid Unity package Polytool) which stiches together the textures that the materials use into a bigger texture (and mapping every bit of the mesh to the correct part of the new, bigger, texture) and in the end you have fewer materials.
Fewer materials are very good, because each one costs a draw call and they are computationally expensive (relatively, since they are done every frame), so the fewer, the better.
Now removing that extra material for Quest isn't going to do much, but if you want it as optimized as realistically possible, then that is what you do.
However, even though I am passionate about people learning and doing optimization, it is better if you learn how to upload things using Unity first
When will vrchat make a performance ranking adjustmwnt fir the quest 2 and the comming quest 3?
they've already adjusted it for the Quest 2 as the triangle count available used to be half what they were now
"Quest 3" will have the exact same specs as the Quest 2
You fr think so?
I'm positive
Why's that?
Wasn't the specs for it already leaked?
Can't find anything on it, only article is someone saying meta signed a deal to make oled screens possibly for the nest quest
Is this referring to Cambria or an entirely different headset?
The quest 3 from this article https://www.tomsguide.com/news/oculus-quest-3-release-date-rumors-specs-news
According to Brad Lynch(opens in new tab), a VR analyst, the Cambria will use mini-LED technology, whereas the Quest 3 will have uOLED displays. The expected resolution for the Quest 3 is 4,128 by 2,208 pixels or 2,064 by 2,208 pixels per eye. This represents a 30% upgrade over the Meta Quest 2’s 1,920 by 1,832 pixels per eye.
ah right
Quest 3 aint cambria, the cambria is basically the quest 2 Pro
Same specs but with extra stuff like eye tracking for people to mess with
Right I wasn't even aware of a Quest 3
Ehats with the cloud gaming? I mean eith a good internet, you can gave pc like performance because the computing is not happening inside the HMD... so a better avatar ranking should be made, also because the ureent one is still based for the quest 1!
Eye tracking for quest 3?!
for cambria, we have literally zero actual news on quest 3
I have a Predator Helios 300 with an RTX 2060; when I play via a Kiwi Cable I am running into quite a few issues with performance. Even when set down to the 72HZ default settings I find it hard to play through 30mins without the cable either saying it was disconnected or VRChat freezing.
When I run this through SteamVR I can recover from a crash much faster; but if I encounter a crash in the Rift VRChat app going back ingame results in the avatar in the ground.
When monitoring FPS I can only get roughly 80MAX in the default home world; but when going into public lobbies (With all Avatars OFF) I still hang around 30FPS
The Screen Tearing is Less Noticeable when No Avatars are being shown; once I begin to attempt to show any the screen tearing is very noticeable
Other than switch to Virtual Desktop to see if preformance can be better through that method, what other options do I have to fix this?
I have gone through windows settings to ensure the applications are using the Nvidia GPU rather than the intel integrated GPU. I have also gone through all the USB device manager settings to ensure that windows is not effecting the power usage
lower resolution and get a better computer
tighten up your safety settings
pray to god or something
a mobile rtx2060 is on the lower end of decent VR cards
and VRChat is an specially demanding game on your CPU/GPU due to unoptimized user content
So I have the CPU running at 4.1GHZ now and have played around with overclocking the GPU as well
uhh i wouldnt underclock anything
Overclocking can make it worse, Laptop power budget is very limiting.
look into undervolting if you're into that
it'll make the card run cooler, and nvidia makes use of that to boost clocks when it has room
So I had it undervolting to 2.7GHZ earlier but put it back to the default 4.1ghz speed its set to but will try going back and forth to see what works better
Laptops are just not good gaming devices unfortunately. I have a laptop with a 3060 and it still has much worse performance than my desktop with a 2060 Super. If you want performance you'll really need a desktop
i said undervolting, not underclocking
lowering the voltage makes the card spend less energy, and output less heat which is great for a laptop
at little to no performance cost if you do it right
Ahh so reduce the GPUs power consumptions ill try to look into that to and see if anything helps
(since the clocks continue at the same hz)
depending on your CPU you can undervolt that as well, but some laptop manufacturers don't let you do that
i remember intel being annoying about it years ago, not sure how it is today
I find it hard to play through 30mins without the cable either saying it was disconnected
You got a bad cable, it shouldn't be like that. Wireless is ironically less prone to problems, unless an update breaks it, which it did with v42-v43. Wireless still works, but now it has hiccups for some people.
Other than switch to Virtual Desktop to see if preformance can be better through that method, what other options do I have to fix this?
If you use Airlink and Link and play a SteamVR game then to squeeze out every bit of performance you want to use programs like OculusKiller https://github.com/OpenOculus/OculusKiller.
This doesn't apply if you use Virtual Desktop since that same overhead doesn't exist.
You should try Airlink, if it is laggy then your Wifi setup could be poor and Virtual Desktop wouldn't work either.
So when testing out Air Link I am getting very similar results regarding FPS as on the Cable itself; 60-80FPS in default home world; 30-60FPS in a public world (hangs closer to 30) I opened up Task Manager and notice the GPU is only using 30%
You will almost ALWAYS be CPU limited in VRC. It's very rare to have your GPU above 90% unless you're running the latest i7/i9
Sot the CPU is running at 30% as well according to windows task manager; Ill keep playing around with it as it is getting slightly better than earlier before posting it was less than 30FPS; Its a Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz 2.59 GHz
That's normal. The general rule is if your GPU is not at 95%+, you are CPU limited
Should clarify, what I meant was to test Airlink before getting Virtual desktop, because if the wifi network is weak then the experience would be choppy because of network latency.
The actual performance in VRChat will be about the same with Airlink as with Link.
The upside Virtual Desktop has is that it usually works better on weaker computers
I might try to buy it and see if I gain any performance boost; I havn't really compared to what the FPS is on Desktop either
So when I run it on Desktop I am hitting 140FPS in the default home world rather than 70FPS within the wire or airlink headunit
And it is at about 80FPS within a busy public lobby All Avatars Showing
Do you think virtual desktop will have similar FPS when running; and why might the FPS be dropping when on AirLink or a Hardwire
It is more that Virtual Desktop is more customizeable, or far more easily customizeable than Airlink/Link.
Airlink and Virtual Desktop do require more of different things, so it depends a lot on the setup which is better.
Good thing is that you can try it out and refund it if it doesn't help.
So when running in virtual desktop the performance in general is much better especialy on handling a load of multiple avatars loading in; It still runs at around 37FPS but I would say appears to be smoothing. So is it that when piping the video or however each method works is causing the lower FPS compared to running it in desktop mode?
37Fps is pretty standard in full worlds. You're not going to get much more unless you get a higher-spec PC
I always get these things confused, but I think Airlink required more VRAM, while VD required more CPU.
In any case, not having to run the Oculus app is going to save you VRAM, which does allow for more avatars to be loaded in.
It is really hard to find the technical differences between Airlink and VD, so I cannot back up the claims there, but the less VRAM from not running the Oculus app is true.
But it seems like Virtual desktop does more compression to the image, which incurs a CPU cost, while Airlink doesn't compress it as much, which makes it take up more space in VRAM. Worth knowing, if you do not, that compression doesn't always mean a worse image, a better compression algorithm can just take more processor time.
is anyone else's quest map loading time ABYSSMALLY slow?
Before my computer could run vr desktop in my quest 2 about 20 to 30 fps and resolution around 1000x1000, i have changed absolutely nothing and after a few weeks now it is unusable, it goes 3 fps for resolution less than 500x500, launch my desktop on my vr through airlink and i've allways had done so, and my computer's stats are not that low for it to run that crappy
Might work, might not, there is a launch option in Steam that I have heard works, you just enter --fps=90 or something, could try 100.
Well, the problem is
It's when i just barely launch the desktop menu on the quest 2 that it gets that scrap crap performance and resolution
And sometimes i have to click several times on the steam app for it to open and then close it self again
The entire menu goes 2 fps resolution 500x500
Not only pcvr steam games launched on the quest 2
And the maximum band width it lets me to set is only 200mbps, which is extremely low
is there a reason why the quest shaders do not give textures their own individual tiling/offset parameters?
context: i'm working with a normal map that affects a small portion of the avatar. on PC, I've cropped the normal map down to 256x32, set the wrap mode to clamp, and used the tiling and offset parameters to resize/position the normal map into the right place. this appears to be impossible using the available quest shaders.
(is the reason just "that's a really weird thing to do so we cut it out to save a bit of performance in the general case?)
The thing is, my computer can actually run pcvr stuff, it might be an auto-update of the quest 2 that happened without warning nor me having it noticed and now it performs with worse quality AND performance
You mean your issue comes from opening the SteamVR dashboard?
No, that is the max the hardware decoder in the Quest 2 can handle.
Link lets you up it to 500 officially, and 955 unofficially 😄
Bitrate doesn't really matter on most games after you set about 250mbps, but a couple of games like skyrimvr (lots of foliage) and simracing games (sharp detail on the horizon) i can notice a difference up to 350mbps, but still a bit niche
That's normal, its like that for everyone
Its a limit for the sake of keeping a low latency and not choking out the network due to wireless limits
No, when i barely open airlink it is already performing 2 fps -500x500 resolution
Can that limit be extended by using cable?
Yes
Buf if your pc is shitting itself like that then you got other issues
Make sure you are connecting to a 5ghz network, not a 2,4ghz one
I do not know why it would be the cause, but after Airlink was launched people discovered that I think messing with the bitrate setting in the Oculus Debug tool caused issues like this, it was either that you had to set it to 0 or something bigger than 0, but below unrealistic levels that would choke the hardware decoder.
I will try to set it back to 10, although when it was at 10 it was like it is now
Before it could go perf- not perfectly fine but yes acceptable, 30 fps and resolution around 900x900 probably,
Try setting it to 0 or 1 then.
Minimum is 10 and it can be set only in a number that is multiple of 5
5, 10, 15, 20, 25 and etc.
All the way up to 200
In the Oculus debug tool?
No, in the airlink menu
I went to the icon of the goggles and set the bit rate higher
Because at the begining it was all bad already
And on graphics it's all enabled so i have the worst performance but when i click on something to disable it it can't get disabled, it reenables it self again
And it was all like that by default
Well the bug I know of is gotten through changing the bitrate (or whatever setting it was) in the Oculus Debug Tool.
How do i access that tool?
Not got any experience with Airlink settings, have just barely done enough to test it, I just use Virtual Desktop.
I don't have virtual desktop
It is in the installation folder, here "C:\Program Files\Oculus\Support\oculus-diagnostics"
Just mentioned it because that is where my knowledge about this is centered.
Does anyone here know about it but for airlink?
In the quest 2?
An important thing you should test is see if it is bitrate related or performance related, if it is bitrate related then the FPS will still be the same.
No, on your computer.
The Oculus PC software is what determines all the settings
How do i install the oculus software in my pc?
Or how do i know if i actually have it installed
Is one of those programs the oculus software?
And if yes then why don't i have that folder which you are talking about?
The Oculus software is the top one, you wouldn't be able to do Airlink or Link without it.
Windows is weird and changes names on some folders, should be the programData one, if it isn't look in "Programme", you just want to find a folder called "Oculus"
It was in programme
Which one should i change?
Nevermind, i will just play with the settings until i get the best results i can
Should be on of the settings under the Oculus Link section, but it all seems correct.
Still to actually narrow down the issue you would have to figure out if it is bitrate or performance related.
I don't think it is related to bitrate anymore, so guess the question goes to, why has it started performing this badly.
Could you just post what specs your computer has?
I set the dynamic bitrate max to 1 and the airlink menu works 60 fps resolution 1200x1200 more or less
Now the steamvr is still a problem
But at least i have solved half the problem
One sec
Huh.
Surprised myself by actually giving you the correct answer for a bug that has been around since Airlink launched, why is it still here.
Performance problem or was it something else?
It was performance (fps and the giant screen teleporting too slow) and graphics quality (resolution)
Resolution is a smaller problem now with that one change, but fps and the screen freezing for a few seconds is still a problem
If you turn around fast enough you will see the void that hides behind that one giant screen
I will send a picture taken from my phone instead because now for some reason my laptop doesn't want to let me make screenshots
@green oriole
And in the beginning i could just run everything fine
The problem started like this week (or that is when i noticed it because i didn't play with the VR for a long while)
I hadn't changed any software, any setting, absolutely nothing, and i found it running airlink just like that
If you go into taskmanager (ctrl+shift+esc to bring it up quickly), show more info at the bottom, then go into the second tab at the top and scroll down it should list a GPU, just tell me if there are two or not.
Thing is that I know it is possible to "run" VR on the integrated graphics of a 4700u at least, it just isn't a very good experience at all and I thought Airlink would hardblock you from doing that.
Only one GPU
That is because the FPS is too low.
Can very much recommend installing OculusKiller https://github.com/OpenOculus/OculusKiller, it removes most of the overhead using Airlink and playing SteamVR games cause.
Alternatively, play VRChat without SteamVR
Is probably the better option
Just install it in the Oculus PC app
Do i install that on the pc or the Quest 2?
Open the Oculus app here, go to the store and install VRChat https://cdn.discordapp.com/attachments/565256323118268446/1011674795877871737/unknown.png
Installing it on your Quest 2 would make VRChat run on the Quest 2.
Although the experience would be better just doing it that way.
Even if you loose out on PC content
I've had a quite good experience on standalone VRChat in the Quest 2
But it's better with pcvr
I've played already VRChat launched from steamvr
Is just this week when it got worse
What does it do exactly? What happens when i install it?
As said, it is better if you just install VRChat through the Oculus PC program.
But it stops the Oculus menu from working, which saves a ton of performance, HOWEVER, running it from the Oculus PC store is just plain better if you do not need any SteamVR features, like full body tracking or overlays
I need the SteamVR features
Extra avatars and maps and content available
So if i don't plan using Quest 2 standalone i should install that program?
No, VRChat installed from the Oculus PC store/program is the same as SteamVR, the only things that differ are those features I listed above (FBT and overlays)
It gets very confusing trying to talk about the Oculus PC store and the Quest store, but they are very different
No, when i play VRChat from Quest 2 standalone it does not let me to use all of the avatars i have, overall the massive space marines with bolters and everything hd
But with SteamVR i can use all of that and more
The Oculus PC store https://cdn.discordapp.com/attachments/565256323118268446/1011674795877871737/unknown.png
This one, doesn't have those limitations.
You can use all the same avatars and see the same worlds as you can on SteamVR.
WHAT!!
The limitations is because of hardware, stuff installed through the Oculus PC store is running on your PC, not your headset.
Ok so i just use the oculus store instead of Quest 2 standalone?
You are saying that they are NOT the same?
And don't worry about you being alone with having thought this, I try so much to differentiate them, but most people do not even know the Oculus PC store exists.
Don't they?
Well, i just thought it was the same thing as the store from Quest 2
The Oculus PC store was around before the Quest was a thing, it is what you used to play with your Oculus Rift headsets.
Games on it are pretty much (excluding FBT and overlays) just the same as their SteamVR versions.
OMG i will feel like god!
And Oculus Rift headsets HAD to use a computer, they weren't capable of anything standalone.
So i just use Oculus store and it will feel like playing SteamVR? And will it have better performance?
Better fps, better resolution?
It will run better, but do not expect miracles, you are still running on laptop hardware that wasn't meant for even normal gaming.
Still better than Quest 2 standalone
Still surprised it even lets you play with that laptop.
Well, i can run War Thunder 30-40 fps with minimum graphics
And i can play GTA5 Online with this thing too
Just quite poorly, but i still can
I can recommend putting your laptop upside down like this when in VR, gives it a bit more air to cool with.
What do you think about this set up?
I wont put it upside down because i will also use it a bit
And i can use the ping-pong ball for extra distance and air-flow
What do you think?
(The fan plate does not help, it blows barely harder than a fly)
(Only for extra distance)
That is probably fine, I don't think you'd see much of a difference putting it upside down with that much space underneath.
And the large fan on my desk will surely help a lot too
I am still having problems with that
As soon as i launch VRChat on the desktop menu it goes all to resolution 500x500 1fps-
I guess i will have to say good bye to all of those cool pcvr features for the sake of performance and resolution
Until the link cable arrives
Did you set the resolution like this?
Also Link cable won't change anything, the only difference between it and Airlink is how it transports the video, it still works the same.
There is a smidge of a difference in performance between them, but not enough to matter usually.
I did that too
It will improve the game a lot, because in the computer the transmission of the game shows up full resolution 60fps+
So it will surely improve things a lot
Well that is why you should do some testing and see what FPS VRChat reports.
If you cannot do it in VRChat then you can do that with SteamVR and its performance graph available in its settings.
if only Airlink had a performance graph like Virtual Desktop. . .
What do you mean with what fps vrchat reports?
The performance graph in SteamVR is allways on thehalf or above, and allways red
Only when i close VRChat it goes down
I only get the chance to play VRChat on Quest 2 standalone now, as if the time i have played on SteamVR was a demo or some sort of premium account but i buyed nothing
That would indicate that your computer cannot keep up.
If it was related to bitrate, then it would have been fine and only then would a link cable help.
But why can't it anymore?
Before it was completely capable
I think the problem is that when i decide to start up SteamVR i already had played a while and the computer got too hot
And before i just launched SteamVR as soon as the computer got started up
Maybe the problem is the heat
Heat would make sense, it is a laptop
A non-gaming laptop
Using a processor and GPU meant for being competent at general stuff
Yeah, and instead of being a huge brick box it's a paper thin plate of plastic laptop with electronics and no room for refrigeration systems
I thought tech should evolve forwards, not backwards
I just hope other things didn't evolve backwards just like laptops did
Well, it isn't a very new chip, we're already on 6000 series AMD CPUs in laptops.
The 4000 series, was quite a bit more efficient and a sizeable jump over the 3000 series you have.
I will begin only using this laptop for things that can be only one on laptop and take less time playing other things that are not pcvr
So that when i want to i can play pcvr
And i think maybe it could help me doing more stuff rather than play videogames only and all day long
I have tried to open the pcvr menu barely after my pc started up
Guess what
It didn't work
And my laptop is way over the minimum specs for pcvr on quest 2
And in the task manager the GPU shows up like burning down
Sounds like you might have a hardware issue
Sounds like a skill issue
Mm, the laptop you show in this picture is faaaaaaar below minimum spec https://cdn.discordapp.com/attachments/565256323118268446/1011702466070454302/20220823_202221.jpg
A Ryzen 3700u with no dedicated graphics is not very fast.
3700u w/ no dedicated gpu? Running VR on a q2? Lmao
Below?
I've got a ryzen 7 processor and the minimum requiered is ryzen 5 or Intel i5
The ram requiered is 8gb and i've got 20gb of ram
The operating system requiered is windows 10 and that is what i have so that is the same
Wait, you are talking about the GPU?
Ok so, before i was completely able to run Quest 2 pcvr, something happened and now it happens that i can't
My GPU is the same, VRChat or Quest 2 hasn't got any updates since last time i played VRChat on pcvr
There must be something else
Why did my laptop magically stop running pcvr???
I remember, still doesn't change the fact that you are below minimum spec.
The GPU is a very important piece of the puzzle.
I have no idea why you would start having issues.
Only ideas I have left right now is to update your drivers.
Try to close down everything else running.
Could try making sure VRChat is the selected/focused window.
Worst case, reinstall windows.
But why did it magically STOP working instead of not working FROM THE BEGINNING!
I tried closing absolutely everything else and still did not work even when i just barely started up my pc so it is as cold as possible
Focused window?
I've never even heard about that thing
Donno, computers are weird and mine (that is way over recommended spec) has bad days when it just doesn't want to.
Windows put more resources towards windows that you are currently using, so just click inside the VRChat window or move it around a bit.
My pc had enough spec, even with the GPU being bellow minimum it still worked at first
And worked quite good
And it can launch war thunder 40 fps
Or even GTA5
So why not a game in a map that looks almost like roblox?
Because the game that looks like roblox is 1000 times harder on your hardware than other games lol
The problem is that user content has shit optimization and demands a lot from your computer
But before i could play perfectly pcvr (at 30fps and resolution around 1000x1000) and now i can barely launch it or else it burns, did the optimization get even worse than before or what?
Like I said, it sounds like a hardware issue. Something about your PC is causing this, not VRC
check the required specs for pc vr and check your specs. Check internet connection issues.
I've got everything needed but i am not sure about the GPU
It did work before tho
The GPU is the only thing that i am missing
I've got everything over the minimum requirements BUT THE GPU
But how did it work before if i never had the required GPU?!?!
Oculus likes to update their minimum requirements without notice and magically make your GPU stop working. I've had it happen before where Oculus worked just fine with an older card until an update where it then completely prevented link from working
It is still working for them, somehow, it just gets intensely laggy in VRChat.
They have a Ryzen 3700u and no dedicated graphics card.
Without a dedicated card it's going to lag immensely
I've tested my 4700u laptop with my Quest 2, so while I agree it is going to lag awfully, it is a passable experience, assuming you are alone or in a very tiny group of people.
They described it as having like 1 fps or something, but before having 30fps
Is it going through SteamVR?
I helped them a few days before, you can read above, but I made them try using the Oculus PC version of VRChat.
Didn't help apparently
Yeah that would be the only idea. Otherwise it's a hardware problem. Thermal throttling, windows being weird, whatever. It definitely is the hardware, not the game
And now my Quest 2 want's me to setup again
That's because Meta did a change to accounts recently
While it doesn't make sense why it would be the problem, I think Virtual Desktop could help, I have absolutely no clue why Airlink is accepting a integrated Vega 7 GPU.
You can force which GPU for Oculus to use in Windows Settings
They've only got one, integrated.
Then it's the hardware.
Why!?
Because meta likes to mess everything up every update
No more facebook, now Meta accounts
Ok that's better, but why wasn't it like that FROM THE FUCKING BEGINNING!!!
Because Oculus wasn't owned by facebook before
The only difference is name, they still only allow a single account per person and etc.
Guess it also means you can't get a bricked headset from your Facebook account being banned anymore, but we'll have too see if this is more trustworthy.
So now it is owned and doesn't need facebook accounts? What sense does that make? It should need a facebook account since it is owned by facebook, not until
I'm not sure if you're out of the loop, but Meta is Facebook's VR division. Meta is taking ownership of Oculus. That's why the accounts are moving to Meta. They were already requiring a Facebook Account prior to this.
Oculus existed and had oculus accounts
Facebook bought oculus and merged oculus with facebook accounts
Facebook got compartmentalized into a product instead of being the whole company, & the company owning facebook rebranded to meta
Meta created meta VR accounts and separated Facebook away from VR
Now we're migrating old accounts into the new meta accounts
I am barely able to understand all of that in little time and i am too lazy to read all of that repeatedly until i understand speficically what is going on here, i've got the entire setup done already so i think i might read it later
In short... This:
Not particularly difficult to understand, but it doesn't really matter in the end
I am just reading lazily :/
take this away from it: new accounts from now on
Or too quick for my brain to process the information detailedly enough
Now i can't open the oculus app anymore
On pc*
I will uninstall it and re-install it
I just hope the min requirements with this update have gone lower so i can play pcvr with my quest 2 again
@next plume i can't really help you myself. You have 3 major issues to get your avatar to work as poor.
https://media.discordapp.net/attachments/449386885299830794/1012571197826928690/unknown.png
https://media.discordapp.net/attachments/449386885299830794/1012571354148634695/unknown.png
Your poly count to start is way too detailed.
I can see this
This is honestly horrible for a Quest avatar.
so what do i do?
Did this video help you? Consider sending me a tip on Ko-fi! https://ko-fi.com/sippbox
Making optimized Quest models is hard. But it doesn't have to be! With recently updated polygon limits and fallback avatars, it's a better time than ever to create something that represents you to Quest users! Hopefully this tutorial will help you out!
0:00 ...
??
To be poor you need to shoot for 20,000 or less.
It depends on the avatar.
I posted a video tutorial on how you do it
Some you can use tools like what @humble canyon is trying to share to fix the model.
More complex models will require remodeling the avatar in a modeling package like Blender or Maya.
—
I can't really help further besides suggesting you ask for advice each step of the way.
bruuhhhhhhhhh
i bought the avatar become i cant modeling
you except from to to fricking remodeling it xd
Yea unfortunately whatever you bought is seriously unoptimized for PC.
For Quest this makes my very poor avatar look like a fallback.
like even at minimum it needs some material combining and mash combining to be good on PC
follow the video and optimize it, yes
the avatar has dogshit performance and there is no low hanging fruit here to make it less worse
because too many Unity audio Source components crashes the headset and if you play sound effects over your microphone it's still the same amount of voice chat audio sources that vrchat safely budgeted
wouldn't surprise me if like the maximum amount of people they allow in a quest room with one additional Sound Source on top of their voice was enough to trigger the crash
or they wanted to leave world's any budget to have sound effects
yes
probably for the foreseeable future given the mobile chipsets
here I'm not surprised you were in a room full of all Quest users as their 60% user base
cloud gaming and VR is very difficult because of the latency requirements
and honestly that extra CPU for the quest 2 probably ended up getting spent on physics bones
5G isn't going to help for the travel time from the servers to you
and Cloud streaming is tremendously expensive so vrchat wouldn't have the budget to run that infrastructure
you put your tools on the base mash and use bone scaling to hide them
yes that is a method of hiding objects that is Quest compatible
I think like cats has some automation for that but I'd have to double-check
but as far as the question of how this is going to go on is this isn't going to change anytime soon as vrchat cannot do anything about the fixed Hardware of the quest
PlayStation VR 2 is not a standalone headset and they would never allow vrchat
and I doubt Apple would have much interest either
and literally every other stand-alone headset has the exact same processor as the Quest 2
I mean Apple's headset would never allow vrchat in the first place so every other headset that could possibly run vrchat would be using the same xr2 chip
from what I've heard the meta Cambria is the same xr2 chip with some extra Ram so not meaningfully different
and like the transparency rendering issues are going to persist for pretty much all of the quests because of the tile-based renders the Mobile chipsets use
yeah that's not going to get fixed for a long time
arm being technologically able to render a transparency is not the same thing as it being efficient enough to be allowed
something that also complicates is because it's on moving avatars is you can arrange the avatars in a way that generates stupid amounts of transparency overdraw
from what I've heard it's the same xr2 chip so not really like I've honestly heard it sold more as like a business headset as they're like sticking in extra RAM for multitasking
I'm guessing vrchat did testing and found the cutout was still causing trouble on avatars
the ranking system is identical regardless of quest headset
A branching ranking system will get pretty confusing fast as the years go
they already did that for the quest 2
"That's an excellent on pc, a very poor on quest 3, a very pooorest on quest 2 and a very 💀 on quest 1"
😂
but they just updated the Avatar ranking for both headsets
and from what I've heard the Cambria is literally the exact same xr2 chip so it's not going to be capable of rendering more polygons than the Quest 2
There are no news of a quest 3 or its price point yet
The cambria is a quest 2 pro, not a 3
Is mostly the same as q2 power wise, but with a bunch of new tech & stuff
so not to be mean but basically give up there's no way that the status quo is changing in the next 6 months+ LetMeDwight so if you want to make Quest content learn to be a mobile game developer
All of them support it
Its no different than streaming pcvr via airlink
They're still developing the service though
Maybe? The problem with VR cloud gaming is input delay
the problem is the latency between the time it takes for it to get to the server and your headset which cannot be fixed in anyway because that involves the speed of light
We can push enough bits woth existing connections already
but how bad is it really?
is it "playable" ?......
Some people find it playable
I find airlink already on the verge of too much delay, i wouldn't settle for cloud gaming unless we start breaking physics here
But i like action and rythm games, something like vrchat probably would be pretty fine
doing VR would basically be to 4K results
Whew, 125 ms delay at best
where I started playing VR, ther was 1280×800px. 60 Hz.
on pc
and I was mentioning input latency not framerate
Yeah you can run any resolution, frame rate and bitrate you want, its a matter of how much input delay you can handle
The more data the longer it takes to transfer
like you're not going to have any fun if your arms feel like molasses
uh
basically to not puke your head rotation needs to be tracked super-fast and all of that input latency would get in the way of that
Ya but we cant withstand, unless you live nearby a server
basically the only way to reduce the latency is to build more servers closer to your house and not even the biggest tech company in the world could get that adequately solved as Google stadia bombed hard
We gotta figure out latency first or these services will be extremely restricted
this is kind of getting into like the fundamental laws of physics problems
Well cant really use google as an example, they love killing off services 😆
Fiber optics everywhere, lets gooo
We go lightspeed
😆
like even if you put all the cables everywhere still going to be a long distance is going to the travel it's like you're in the middle of Idaho or Alaska
that doesn't help with the problem
as going all the way to space and back increases the travel time required
Star link is even worse latency wise m8
that would be even worse
The focus of that is widespread availability and bandwidth, not really a low latency service
basically latency is a function of distance traveled because like light is going already as fast as it's possible for it to go so the only way to reduce latency is to shorten the travel distance your trip has to make
so basically for the foreseeable future Cloud streaming is only really practical if you live in a major city
so basically you're stuck with the quest limitations for the foreseeable future
Im here for the day someone accidentally manages to work out wormholes to combat VR cloud gaming latency
"yes sir, the rental fee of the portable wormhole will be a couple trillion dollars... Yes that'll give you sub zero latency because the packers travel back in time"
it does not have that capability you'll have to cut out the transparency yourself
the developers of cats have not figured out how to make blender do the thing you're asking it to do
which is turn a bunch of transparent pixels into geometry
question is Quest your primary platform or just frustrations porting to it LetMeDwight
okay but how do you automate it so a computer knows where to make the cuts as that would be a prerequisite for a cat's plug-in to do that
okay so are you showing some sort of automated tool or meaning you use the knife tool yourself
that video did not answer my question as such just showing you making a transparent texture
I asked one of the cats developers and such a tool doesn't exist to generate the geometry based off of the texture
that does not change the problem as it's still a complicated computer problem to go turn pixels into triangles
or I guess the phrase another way if this was a solvable problem to make a blender plugin that does that someone would have already made the plugin
okay now we're getting into like image recognition AI territory to even accomplish that
you manually drew the topology in that video
so basically all your video is demonstrating is using the blender knife tool without knowing it
I'm not sure how image editing software pictures is going to demonstrate helpful information as we're like talking about a hypothetical blender plug-in that automates transparency cutting
as if you have to manually outline the shapes that's no different than the status quo
the video is not helping at all as you're still manually defining the edges
which is what everybody is already doing using the knife tool in blender
that's the actually difficult part and I asked one of the cats developers about the difficulty of doing that
well they haven't figure out an implementation to even try it
so basically not happening anytime soon
hello people
bye
i am currently trying to make the avatar that i have created quest compatible, and im most of the way there. ive gotten all of the physbones optimized, but i have 0 clue on how to do the meshes and the materials. if it helps any i am using the nardoragon v2.0 base. any help woule be appreciated. thanks!
CATS plugin for Blender can decimate (reduce polygons) & atlas (reduce materials). it's pretty straightforward
what halted me for longer than i'd care to admit is that you need to click this to popout the plugin tabs
hello there is there anyone awake atm who can help with a question for making a quest avatar a smaller mb size?
use crunch compression on the textures
may i ask how do you do that
there's a checkbox in the texture import settings for crunch compression
do you think its possible you can send a pic of where i can find it
sorry, im a newbie when it comes to this stuff ;-;
just click on the texture and the inspector should pull up the import settings
oh okay i found it, what quality do you usually set it too?
like 50% would be fine
just fyi, this will improve your performance stats but will actually perform worse than having a separate mesh
uh
hi
i am trying to optimize a avatar
it has 3 togglable items
and 3 materials for these items
No easy way to optimize toggles, the only way to optimize them in the "eye" of the performance rank would be to make them into shapekeys, but I do not know if there is any automated tool that does it, because it requires quite a bit of blender knowledge to do manually.
However, when it comes to real world performance, this is probably better.
At least if you atlas most of it into one texture and turn on GPU instancing on that material.
Wth is a shapekey
Shapekey = blendshape.
The things that allow your avatar's mouth to form words.
Uh my avatar doesn't have a mouth lol
What is your avatar?
Shapekeys can be added to any skinned mesh (in Blender), does that avatar have a "skinned mesh"?
The same thing that says how many meshes and materials will say how many skinned meshes you have (assuming you have any)
lemme open blender
I can't help you make these things, I have little idea how you are supposed to do it properly.
oh do u know how to see if it has a skinned mesh
Should say here
But I am getting side tracked.
I assume you want to get out of "very poor"?
The only problem you have is just that you have 1 toggle too many.
oh
so just remove one of the toggles
okie
lemme delete the gun
paintball gun
yep back to poor before i added the gun
thx
they should add an easy way to optimize toggles
uh
Optimizing with shapekeys is a bad idea in real world performance.
It isn't as bad with Quest, because of how many fewer polygons it should have compared to PC.
It is technical, but shapekeys are quite simply expensive.
If you have a lot of polygons, shapekeys can be more expensive than a whole other skinned mesh (and skinned meshes are not good).
hi! i only have one physbone part, it is the ponytail. but it says this. what can i do?
i have the resolutions for the textures set to crunch and have removed all clothes
Does the hair have separate bones?
That hair is probably the worst optimized, singular piece, I've seen.
Might be an "easy" way to fix it in Blender (assuming you already know Blender), but with my current knowledge, fixing that hair feels like a ton of work.
How can I make sure that a vroid character works for quest?
It seems that Vroid characters are too high poly and have too many bones
Anyone know someone who I can pay to convert my vroid model to quest compatible?
Anyone knows any ways to improve fbt tracking on quest 2
I'm using D-Link, space calibration, ovr
Cosmos base stations
Apple Music Support… I NEED MY METALLICA IN GAME
Oh, and Spotify and pandora support for the Spotify and pandora users
Ok I do not know if this is the correct channel, but I'm trying to create an avatar for the quest and everything seems to be working except for the too short error. I've been trying for hours and can't get it to go away.
so please help
yo is it possible to use my laptops gpu to boost the vr performance on my dekstop?
like using two gpus for two different programs
ideally you should be using the GPU to play the game lol
Nope.
Even the systems (SLI and crossfire) that did exist required two of the same GPU and even then it sucked and is dead because it required the game to support it.
Two words : Gumroad avatars
:c
why is this a thing?
also here why is it still a thing?
The shader is provided by VRChat in the VRChat's SDK's yet for both avatar and world it's a "unsupported shader" Did someone forgot to add a few lines of code?
i cant upload the avatars with it due to it being a "unsupported shader"
It is a weird one, think it was meant for PC usage, but they didn't want to put it in another folder possibly.
Also, it is just warning you on the world side, you can still use it.
how do i fix this??
Meow
Is there any way to constrain normal bone rotation on quest?
I feel like my avatar will need it for the limbs, and I want it to look really good on both platforms, especially on Quest.
Constraints aren't currently whitelisted on Quest.
There’s a gesture layer on your avatar without masking for the hands
wow that helps a lot.
Go to your gesture animator, Check the layers, the all hands layer needs a vrc_hands mask in the cogwheel settings in it, Same with the left hand needing the vrc_left hand mask and same with the right
i think that’s what i did ??
Show me rq
Does anybody know how to fix the mic issue where it’s not blinking?i recently got my link cable to hook up to my pc and everything’s set up and fine I just can’t talk,the mic ain’t blinking and no one can hear me
Go to your menu and make sure that your mic volume is not turned all the way down, if that doesn’t work delete vrc and download it again
alr thanks
Np
am i gonna lose all my avis if i delete
so like the ones with toggles
Yea
alr
And if that doesn’t work then your mic is broken
it works for regular without the link cable tho
odd
cuz im not using a headdset im just talking through the oculus itself
Ik that happend to me too I just fucked up sum wit the settings I think but I deleted it and reinstalled it and it worked
I don’t know lol that’s why I said I think
damn alr
Yeah mb
Anyone else crash all the time?
Quest moment
True
Does anyone’s else’s oculus controller force you to move backwards all the time? Idk i was playing vrchat and this turning into a common issue so far and im getting tired of it
drift moment
safety settings help
Same
stick drift probably
you can fix this in the controller settings in the oculus settings menu
Ty
Was wondering if anyone had experience and/or a solution for this, but the past couple weeks I've been having absurd amounts of lag on my Quest whenever I try to play vrchat. I use PCVR with Air Link (Used to be a link cable but I found that Air Link somehow gave me a bit less lag?) It just looks like general freezing/stuttering but it came out of nowhere, my setup used to run smoothly until recently. I don't think anything's changed, my graphics driver and oculus stuff is up to date, really no reason for it but any advice or things to try would be much appreciated!
what to do?
You can only use shaders under "VRChat/Mobile" on Quest, so you need to change your materials to just use those.
Can't use Poiyomi or any other custom shaders (or shaders provided by Unity)
so i have honestly never specifically optimized a world for quest.
my scene's current stats are:
-13 objects
-68k tris
-40 materials
i was able to find information on tris count (~50k for quest worlds), but no specific information about material and object count.
should i keep the objects separated or would it be more optimized to merge everything to one mesh? i do not know at what point it's better to have an object separated or not.
basically if they're like right next to each other in might be a good idea to merge since they're always going to render together
but if you object are like in two separate rooms don't merge them together so you can like stop rendering the object when you're not in the room
so like if you have a house merging all of the bedroom together as one object and like the bathroom as another object might be a sensible approach
Anyone know how to stop vrchat from crashing for no reason
Stop showing as many avatars.
And wait for the texture memory metric to be added to the performance rank system so we can block based on it, since unless it is one of those bugs with Quest where you crash on joining anything, being able to limit how much RAM is used will be really useful on Quest since you have 6GB in total, while PC's would with recommended VR specs have a total of 24GB (16GB RAM and 8GB VRAM).
Do make use of the automatic avatar hider, it will probably not stop crashing, but it will help with overall performance, and make sure to make it strict by limiting it to only a handful of avatars at once.
quest
Hey my name is max im streamer on twitxh so i like make avatar and male roles on vrchat so if you wanna be my friend on vrchat dm me i need friends moreee
have you install the Android module for Unity
oh ok do you know where i can download?
explains how to install the Android Support
thank you 🙂
so i uploaded this avi for quest and it keeps saying its unsuported on this platform
did you actually switch your build platform to Android
yes
how do i do that
How come I cant press the graphics increase button
You need to make the blueprint ID the same on quest and pc ❤️
I assume you have just atlased (it is not entirely clear since the materials aren't named how they usually are).
Would guess the UV maps were named differently.
(If you touched the fix model button then you were fooled by its ease of use because it almost always breaks things unless you know exactly when to use it)
It’s okay now
please help
nvm figured it out, apparently my locomotion layer was like 4o mb for sum reason lol\
Wtf how
Im currently optimizing my character for quest but for some reason when i generate an atlas this happens (image with buggy textures) any help?
Sometimes CAT plugin is not the answer for everything and you have to do some manual fixing. Manually baking an atlas texture is not that hard.
Alright thank you 🙏. Have you got a tutorial or method of manually baking an atlas?I dont know much about 3d modeling
A simple tutorial on Texture Atlasing/Texture Baking using Blender 2.8+.
Links in Video:
Pumkins Tools: https://github.com/rurre/PumkinsAvatarTools/releases/tag/0.9.5b
=TIME STAMPS=
0:00 - Intro
0:08 - Disclaimer
0:30 - Combine Your Meshes
0:42 - Removing Leftover UVMaps
1:04 - Removing Unused Materials
1:17 - Creating Baking UVMap
1:40 - ...
Thank you 🙏
I’ve been seeing people upload “quest” avatars with 200k+ tris and I’m mind blown. The only optimisation they do is change the shaders. Will this not affect gameplay on quest? mind blown.
Yes,
You would be playing Microsoft PowerPoint: Quest edition
yes that would do terrible things to the framerate
Lol can’t believe people sell “quest” avatars like this
I have a model on the "excellent" rating for PCVR and wanted to import it to quest as a fallback. Unfortunately my Model has two Material Slots (Once For Eye Animations and One For Material Swaps), preferably I'd like my model to be an excellent on Quest and still be able to do all the fun texture swapping but there seems to be no way around it.
Any ideas?
Yes just use 2 different FBX, one with 2 materials for PC and the other one with 1 material for your fallback
wouldn't that disable that disable the ability for me to be able to interchange materials separately?
I still want the fallback to be able to do what the PC build can, I understand if that isn't a possible task though
(I have a lot of custom features that I would hate for only a portion of people to be able to see if I were to change it just to be used as a fallback)
I suppose that's the dilemma with optimization right?
the fallback won't be able to have materials swapping as every material you swap to still counts to your materials slots
got it, I'll just keep it as is and make an extra avatar to be used as a fallback. (Something unique that isn't as boring as a default robot), I just don't want them to be the same avatar just with less features. Thanks!
If you manage to have everything in a single texture and the meshes as blend shape its technically possible to swap things on the fallback
I can attest that I have several material swaps and I still only have the 4 material slots I set up mione with.
Not good enough for a fallback, but I remember back when I was thinking I was gonna leave Medium spec by adding in some eye color swaps.
Lo and behold, I still had the 2 material slots I set myself up with
I’m glad others share my pain, I have around 28 material swaps. All on the same texture and quest doesn’t mind loading them. I just want my eyes to work separately without interference with the retextures.
But alas, it falls from perfection to medium at a flinch. Wish there was a little leniency for it. My undying respect to models made for quest first as I’ve learned that I take a lot for granted.
the leniency is giving you more than one material for a phone game in the first place
then ya take 28
😄
Thats just swapping materials though, the image size for said materials is only 300x500 pixels. The eyes are only 200x130.
I’d be more than happy to swap half of what I have (which to be fair when looked at in game isn’t that much) with an extra material slot.
The default settings for Quest is to display Medium avatars and lower. Unless they manually change their settings, most Quest users will be able to see your avatar at Medium automatically. I understand the pain of it being so close to fallback-compatible though
I'm trying to optimize an avatar for quest but for some reason a part of the mesh remains pitch black every time I try to use a Quest shader. Does anyone know why this is happening?
maybe it has a black Vortex color attached
as Quest shaders show vertex colors
this tool has a remove vertex color button
hey I just joined and it said there was a way to have handtracing for Oculus vrchat so can anyone help me
If you haven't gotten there yet, #1035357660947677204 and the other sections of Open Beta can give you more info on how to join the beta, enable it, AND if you're feeling rambunctious, report bugs on the Canny.
Dm
Hello I'm new to uploading for quest I usually only do PC stuff.
Does anyone have any tips to help me lower the size of avis when I'm making them quest compatible.
I'm mostly just deleting all toggles and using only like 5 materials for the whole avatar
And deleting clothing that I don't want
Any tips would be highly appreciated
crunch compress your textures
use Thry's VRAM calculator to see a list of all the textures being used by the avatar + what is compressed/uncompressed
deleting toggles wont do anything, just removes the parameter driver from your radial wheel, isnt actually removing anything from your avatar
Still looks pretty damn fresh.
Surprisingly it works just as well with full body as the full detail version
Pretty sure mine would be a nightmare.
Thankfully, 3pt is all I got to worry about right now.
It wasnt that hard to get the poly count down, just used decimate in blender then cleaned it up a bit
It worked perfectly
I might just be lucky though
If you're never going to use it directly and just want a dummy Quest placeholder to stand in for you, going into the Avatar Descriptor and resetting Playable Layers would probably do it. Scorched earth tactic but sometimes that's all I want
Obviously make sure you duplicate first hehe
has the poly count for what is considered "good" been updated? I have it at 19999 and it says "good" I thought that would be "medium" just barely escaping "poor" but its still good?
Nevermind. Apparently when polytool switches the build target it keeps the PC performance.
Is it allowed to use ALVR to optimise wireless PCVR connection for Quest 2? I would like some clarification I will not be banned if I use it
Alvr has nothing to do with vrchat
Yes, you're allowed to
What if it triggers easy anti-cheat?
it literally cannot trigger anti cheat because it has nothing to do with vrchat
Even if it for whatever reason does you won't be banned. EAC just prevents you from launching / playing on any flagged detections, it doesn't ban in VRChat.
I see that devs recommend 5k for Avatars on quest. Does this include held items that are toggled on/off?
yes those always count to your total material and triangle count even if they're turned off
Ty
srsly?
i mean cmone srsly???
so all the Quest shaders are not working proberly
and the one which could kinda work is also not working even tho it is a mobile shader....guys pls fix your shaders. it is already a hassle to make quest compatible avatars
the lack of a double-sided shaders for optimization reasons
yeah but it is quite a hassle...all the "optimization" is a huge downgrade
it's a cell phone processor
which is not that weak nowdays anymore ^^
VR is quite the demanding workload as it's having to render everything twice at a high resolution at a high FPS
Meta guidelines are even stricter. 😉
This is everything on the screen, not just an avatar.
Describes available performance and optimization content to aid in Meta Quest development.
Quest 1 guidelines are of course a bit outdated and not listed any more because Meta has pretty much marked the Quest 1 dead.
As a guideline, we suggest developers target 300,000 to 500,000 triangles on Quest 1 and 750,000 to 1,000,000 on Quest 2. Keep in mind these numbers are per-frame totals, not per character. Everything from the level geometry to characters, particle effects and even UI elements will need to fit within your triangle budget.
Oh yeah, here's a reason for VRChat Quest not having post processing. 😅
i should get around to doing my own q2 benchmark/perf tests specific to vrchat
as long as those are done right then people cant dispute the results of that surley
Really hard to do benchmarks for VRChat though, unless you are doing extremely basic tests on individual components or things like polygon count, bone count etc.
yeah I am planning to create worlds that have models with very specific polygon counts and materials (that arent just existing and added to model blank, but setup where they have influence on the mesh, e.g. if I want to benchmark 8 materials id make each material have influence over 1/8th the model, all materials having no intersecting and all different influences/assigned verticies) and textures
and consider whether the model is in sight of the viewer and maybe distance if it seems to change the fps ingame
i know the in sight part will
Doing benchmarks on complex animators would be harder to do, but people need to know how much of a hog they can be.
complex animators?
FX layers etc
like models with alot of animations for gestures and such?
ohh
I havent considered that but i should do that now
Originally the distance based avatar hider hid them because they do cause a performance drain, but that broke things for people using write defaults on.
Tupper literally brought up unoptimised animators in the most recent dev update
it’s kinda funny tbh
VRChat needs an extension to the do's and don't's page
Examples on poor animators for example.
Yeah I never knew they had impact
can you explain more about what exactly about them is petformance impacting so I can test it
animation length or keyframe density or how many bones the animation is told to move or
Those, and animator transitions especially
transitions too?!? so complex animation systems are perf suckk?
They should also actually write down the reason for why it is 70k polygons.
Could be a thing for you to test as well, Unity handles models above 70k differently (probably because it is using a unsigned 16bit integer for keeping track of vertices, I am guessing).
tbh if they did that they would just change it to 65535 tris
Unity has added 32-bit vertex buffers though, so meshes aren’t split
And by “has added” I mean it’s been there since like, 2017 or 18
So it has less of an impact?
More RAM and just rendering impact at this point
Tbh, 70k is excessive anyway
But here’s the page
so keeping it below 70k potentially is alot easier for android arch to process too
hmmm
Been there since 2017
what is the scientest thing where you make a shitton of claims before the study
that u will test the truth of in the study
The 70k limit is probably a remnant from when vrchat used Unity 5
Hypothesis?
yess
That’s usually one claim tho
i think there is a more specific and academic word
yea
ill figure it out do some googling to format it like a real one
Pretty sure it is just hypothesis tho
might as well start scheming now and planning scenarios since i cant test it rn
But most games use like, 20-30k tris for the player, probably more nowadays, but npcs would use less
Meanwhile VRChat has like, 100k for each person on pc
fr
if only it was popular culture to have more optimized anime avatar
then maybe quest could have alpha shader allowed on avatars lol
Nope, Quest CPU is tile based and doesn't handle transparancy
well you can have transparency shaders on quest world objects so
Im pretty sure ive seen that in game too
You can but Quest GPU isn't efficient at it
Pixel overdraw is a really big problem
this will be included in my research mmmm
there has to be someone else who has done this for vrchat, no?
no way im the first
anyone been in vrc community for awhile?
Not aware of any expansive ones, but a recent one by hfcRed shows how fantastically physbones scale and that constraints aren't very good https://twitter.com/VRCRedd/status/1547958650899009546.
They may have done ones before.
Probably the vrchat team
thats pretty interesting i might do it too after everything else since its already done
gives me chance to learn constraints i never bothered so far
Feel like they should release more of their research then.
https://docs.vrchat.com/docs/avatar-optimizing-tips, because this is pretty bare compared to all the things you can do.
yeah I think they should too that could be very good material to use against people who don't optimize
do they not because maybe the data wouldnt call for as strict optimization as they want? hmmm questions
I now am thinking about how many scenarios I am going to make and well, im gonna have to figure out how to automatically do the material thing i was explaining earlier if I dont want to waste a shitton of time
This is like the holy bible for me. xD
https://docs.vrchat.com/docs/avatar-performance-ranking-system
They added this?
It's been there since like 2019.
Oh I never knew that
I didn’t even have a quest then
But I swear, all Quest avatars I see people use when I hop on Quest to test stuff are VeryPoor.
Yeah
so wait
does that mean questies are going to have possibly infinitely more avatars they cannot see OR the category is being removed?
if the former, i would rather not.
majority of my avatars are considered “Very Poor” and I would actually be pissed
not my avatars as in the ones i made, but the ones i have. i am not an avatar creator 
Avatar creator should've optimized better. 😏
Also, worlds that have VeryPoor Quest avatars can be reported.
this would just ruin quest’s enjoyment in vrc. it is excessive to completely remove the very poor characters. besides, i haven’t noticed a problem with very poor avatars. i use my optimisation inside the game and it has worked wonders. why this is even considered is a mystery to me.
there are wayyy too many very poor avatars for them to remove them outright
Problem is when you go to worlds with more people in them.
The game is designed to handle 40 people in the same instance.
If you put 40 poorly optimized avatars on Quest like that it'll go horribly wrong.
There's a reason you have to manually show VeryPoor avatars on Quest. xD
They can still have a VeryPoor rank I think, but it shouldn't let you basically upload stuff that's already VeryPoor on PC.
yeah, and they don’t HAVE to show every single person. there’s also the “Hide all players except the nearest x” option, which is a miracle to lighten the load
i’m not saying remove the “Show Avatar” feature
i’d just rather keep it the way it is
i’m confused as to what you’re saying here.
Keep Show Avatar, slap some hardcaps on it. 😅
Force no more than 70k tris on Quest, etc.
Of course, they can't change the already uploaded avatars, but they can limit new uploads.
i can’t think of a time i’ve crashed from only having 1 avatar shown, but i’d guess that’d be okay..?
(servers don't store perf rank)
I would like hardcaps but unfortunately idk if vrchat can afford something like that, they had backlash from EAC but that likely wont be anything in comparison to how many people will dislike this
you'd need a really bad avatar to crash. xD
frame rate will hit the floor before you crash.
yeah, and i’ve never had framerate issues, oddly. just crashes