#quest-optimization

1 messages · Page 3 of 1

humble canyon
#

just wanted to check because those contribute to file size

marsh glacier
#

Not even remotely, the highest cause of crashes on quest are not memory limited it's a processor based issue. If it were something remotely related to VRAM or Ram in general there would be more frequent issues like even loading into worlds. If an avatar were to be 150 MB on standalone then ofc it would make more sense to be prone to crashing but if it's in the 30-60 range (which is more realistic for those who optimize for quest then it's 9 out of 10 times fine. There was a given slide for MB for a reason. It was a 1 braincell decision to remove it all together and limit it to 10. VRC is at this point known and going to be known for making ignorant decisions and making stupid blatant bad calls.

humble canyon
#

there are a bunch of quest compatible worlds that outright crashed the quest one before anyone else shows up so yes it is possible to exceed the ram

fallow portal
#

like i have most of foob's avatars uploaded after purchasing them and they're all over 10 mb for quest, and hers have hardly any blendshapes

humble canyon
#

and vrchat themselves have said Ram running out is the most common source of crashing

marsh glacier
#

Do not take what they say at face value.

fallow portal
#

all in all

#

i think

#

they shouldve just left the mb as optional

#

if a player turned it up too high and they crashed

#

that was on them

humble canyon
#

the quest is literally fixed Hardware so any testing they do would be equally as valid as yours

marsh glacier
# humble canyon the quest is literally fixed Hardware so any testing they do would be equally as...

I'm more than aware it's fixed hardware. So they likely ran a short few inaccurate tests that showed otherwise if it were to do so and scrambled around with it and said "screw it why not" and pushed out an update that makes 0 sense. As someone who works on technology mainly computer based and with the quest being basically a mini small form computer it's not hard to easily diagnose the issue compared to PC. They either didn't test it properly and just took it from the word of some prick of a tester of some sort or they tested and failed utterly and didn't acknowledge it and pushed out some rushed half-assed 'patch'.

ruby marsh
#

what the heck did I even read

ruby marsh
#

optimized world, with box projected glossy reflections, specular highlights/micro shadowing, tonemapping on quest

#

easy peasy

humble canyon
pearl bough
# ruby marsh

Holy shit that fps is really good compared to 90% of worlds your stuck at 20 xwx

ruby marsh
#

for some reason screenshots have a warm filter over it, might be because of a setting I have but yeah all runs and looks good

#

I haven't seen any quest worlds with that quality though

gentle kindle
#

For Joker roleplay this world fits perfectly

ruby marsh
#

lmao true

#

I would link the world but I can't make public worlds yet

#

but also for others to try it out on their quest

green oriole
#

It also helps with rank

green oriole
#

Pure speculation, but would guess a popular private world would have higher rank gain.

green oriole
ruby marsh
#

quest only atm

#

and world is only 6.14mb

#

its smaller than most avatars LMAO

green oriole
#

Why not just swap and upload again?

pearl bough
green oriole
#

Still, got a Quest and need to test some Quest things so could bundle that together.

green oriole
ruby marsh
#

^

pearl bough
#

Ohh

ruby marsh
#

since I don't use my vrc account much its low rank

pearl bough
#

Well i didnt knew you were just new user lul

gentle kindle
#

6.14 mb is impressive

#

I got that one once but I decided to add more sounds hahaha

ruby marsh
#

very easy to optimize sizes honestly

#

not sure why more people don't do it

humble canyon
#

good question

ruby marsh
#

making a PC version

ruby marsh
# ruby marsh

quality wise the only difference between the PC should just be a bit of fog and bloom

#

and slightly brighter specular highlights/reflections

#

because HDR

ruby marsh
#

both versions are up

#

PC and quest

#

6.09mb for quest
8.54mb on pc

trim verge
#

What's a good way of testing quest performance without having a quest. I'm trying to see if a model I'm making will work well on quest

green oriole
pearl bough
#

Ah yes
The mobile port of VRChat

#

If VRC can barely work on an oculus

#

Then your phone would be a hand grenade if you attempt to download it

green oriole
#

Now, keeping the phones cool will be a problem.

trim verge
pearl bough
ruby marsh
#

that builds a quick android demo

#

if you have an android phone

#

and debug performance there

trim verge
#

Hmmmm

#

I'll try that. In your guys option, is it better to have a bunch of 512 textures or fewer 1024 textures.

ruby marsh
#

I lean towards 512

#

but honestly just measure the difference

#

in terms of size/memory

trim verge
#

Thats what I was thinking. But honestly it's hard because I know old unity preferred less textures and larger sizes but I've heard it's changed since then.

ruby marsh
#

mehhh not quite

#

I will say whatever leads you the best usage

#

1024 is nice but its 4x as large as 512

ruby marsh
#

in theory some are not wrong, performance wise its better to pull from fewer texture files than multiple small ones. hence the usage for texture atlases

#

but if you don't construct your atlases well you are wasting memory/disk space

#

some good opinons here

trim verge
#

Oooo I'll give it a read. I'm no stranger to textures atlasing but I hear so many options that are very different from each other.

ruby marsh
#

the reason for differing opinons usually is that it can vary depending on what you are doing

#

i.e. platform you are developing for, and what you prioritize as a dev, quality/efficency

trim verge
#

I swear unity is sometimes like defusing a bomb whose wires keep changing colors.

ruby marsh
#

this isn't really a unity thing though lol

trim verge
#

You know what I mean lol.

ruby marsh
#

yeah I do, I've been there when I was a beginner hearing a bunch of conflicting opinions when you don't know the exact sources or contexts in which they are for. but just know that what matters at the end of the day is your platform and your usage of it. which is why I said earlier to measure the differences yourself

#

only way to know is to test it, so be a computer scientist

#

😛

trim verge
#

I dont have a quest is the issue. I'm more of a beginner to quest stuff. Thanks for the advice and resources.

ruby marsh
#

you can use an android phone as a proxy @trim verge , or if you don't have one then you can use some android emulators

humble canyon
vocal egret
#

latter probably, although I've found I can get away with multiple 4096x4096 textures while still being below the halfway mark of "excellent" because astc go brr, no idea how that performs on actual quests because I don't own one but eh, VRchat doesn't seem to have a problem with it.
also pro tip for standard lite: encode the smoothness channel into your diffuse's alpha channel if you don't have any metallics, saves you one whole ass texture in terms of vram usage

humble canyon
#

Yeah that is a very helpful tip the channel packing

vocal egret
#

tbh I do channel packing even on PC, no reason to have 10 textures per material when I can combine metallic roughness and AO into a single DXT1 texture

humble canyon
#

Now I'm wondering if anyone's been crazy enough to do what Nintendo's done and channel pack something in the blue channel of the normal map as it's always going to be the same color so you can just calculate that in the shader

vocal egret
# humble canyon Now I'm wondering if anyone's been crazy enough to do what Nintendo's done and c...

bit of a problem: unity encodes normal maps in the red and alpha channel instead of red and green, and are just converted when importing, soooo either you're gonna need a shader that reads regular textures as normal maps or you're going to have to manually encode the normal map how unity expects and not import it as a normal map, and hope unity doesn't throw a fit.
also hope it doesn't get weird about the green and blue channels
TLDR: blame DXT5nm/BC3nm

ruby marsh
#

^

#

can confirm unity always recalculates the z channel also if you have a texture interpeted as a normal map

ruby marsh
#

most modern games I've seen get rid of the z channel

#

as you can just very easily recalculate it at runtime

#

of course it would incur a runtime cost needing to calculate that z channel when a normal map is sampled, though it does save on memory overall

#

but yeah same, I do channel packing regardless of platform

#

if you can, should always be efficient and save whatever you can. Takes a bit of effort but always worth it in the long run

humble canyon
vocal egret
ruby marsh
#

no

#

or wait, read that wrong

vocal egret
#

makes me wonder why normal map formatting isn't used for metallic smoothness maps by default, though that'd make channel packing even more painful so actually better for it not to be that way

humble canyon
ruby marsh
#

so classic RGB/XYZ normal maps

humble canyon
#

Good point

vocal egret
#

the more efficient you are, the more headroom you get to go crazy, tbh I really feel like quest could benefit from some more optimization trick oriented shaders like UV tile discarding so you can do multi-outfits without becoming very poor for too many meshes

ruby marsh
#

^^^

#

I mean I was recently able to publish a quick graphics test on quest that is rather high fedelity

humble canyon
#

And for worlds I do wonder if folks would benefit from like detail maps more often

#

Like one extra sample but using less vram seems like a decent trade-off

#

Like no need to make the floor 4K if you put the repetitious detail on the detail map

ruby marsh
#

ignore odd warm filter

humble canyon
#

Or stuff like world space/light map uv noise to make the tiling less repetitious?

ruby marsh
#

posted it here before but getting good quality on quest with achievable frame rates isn't overly difficult

#

literally have box projected reflections + tonemapping and directional lightmaps with specular highlights being done at rock solid framerate

#

just gotta be efficient

humble canyon
#

Yeah definitely familiar with that combo as I have like a chill bedroom that's like 70 frames on quest with directional lighting specular highlights

vocal egret
#

wonder how stupidly high my FPS will be on PC

humble canyon
#

But it is literally just one room so that doesn't necessarily scale to a big space

ruby marsh
humble canyon
#

Like even on a realistic Avatar 4K is a bit Overkill as like RGB tiling detail maps could cover being able to stick your nose up to it and see the fabric detail

vocal egret
#

or if it's an atlas

humble canyon
#

Most of the time the badly optimized vram hogs also have like a bajillion materials

humble canyon
vocal egret
#

I mean, if the texture is spread across the whole body though it might end up looking horrid
1 4k texture taking the spot of a bunch of 1-2k textures is very different from 20 4k textures that are just there for the sake of "haha pixel density go brr"

ruby marsh
#

I mean

#

from an artist standpoint

#

easy way to maximize details

#

mirror UVs

#

i.e. UV half of the model, mirror the other half

#

that way you can allocate way more pixel density

#

but of course that has its obvious drawbacks

vocal egret
#

multi-uvs are pretty neat

humble canyon
ruby marsh
#

ahh good ol mr f and his bakery

#

I really want to make my own lightmapper someday

#

he needs to look into implementing spherical gaussians

humble canyon
#

Yeah I just figured I'd bring it up in case you haven't seen it as far as a directional lighting mode that uses less file size than the built-in one

ruby marsh
#

instead of spherical harmonics

#

sorry

#

probably lost all of y'all dropping jargon like this

humble canyon
#

Tweet showing what I meant with the RGB mask

ruby marsh
#

by RGB mask I'm assuming you mean sampling a seperate texture for each channel in that RGB mask?

#

ah yep

#

your still sampling alot of textures at the end of the day though

humble canyon
#

Yes but using a boatload less vram

ruby marsh
#

your still eating up vram needing to load in those other textures though

humble canyon
#

The equivalent of a 512 texture is not a whole lot of vram compared to like a 4K texture

ruby marsh
#

yes, but just want to clarify it isn't a magic bullet lmao. still needs to be loaded in at the end of the day into vram

humble canyon
ruby marsh
#

yeah, pushing us down this tangent I blame that on you 😛

humble canyon
#

Yeah that's completely Fair

#

Just was on my mind because using detail maps on my own cross-compatible map to cut down vram

#

As basically I construct my fabric assets out of big shapes with a low res normal map and then the repetitious structure with a tiling low res normal

#

Unfortunately currently a power outage where I'm at at the moment so can't grab screenshots

vocal egret
#

I mean, y'all making a good case for why quest needs some more shaders, literally so optimization tactics let us have closer to PC avatars without chewing at the XR2 so much

ruby marsh
#

how do you mean more shaders?

#

i.e. more customized/efficent shaders or?

ruby marsh
# ruby marsh

i.e. for my little test here it was all a custom ubershader

vocal egret
#

specifically the latter, shaders that allow for more efficient methods of doing things, like UV tile discarding (outfit toggles without having to either use more meshes causing very poor, or use shape keys which eat memory and cause performance issues)

humble canyon
#

I'll be it I'm not sure most folks have the triangle Budget on quest for multiple outfits

#

If they're not being very poor

vocal egret
#

valve game models tend to have less than 10k polys pre half life alyx and look quite good, you can get away with the polys for multiple toggles if you try hard enough

humble canyon
#

Probably helps that the half Life characters are not wearing stuff with lots of little intricate chains like a lot of the MMD kit bashes are

#

That for some reason they insist on doing in full geometry the kit bashers

vocal egret
#

yeah 400k poly eboy avatars really give kitbashers a bad name

humble canyon
#

I suppose worst are those that try to upload those straight to the quest

vocal egret
#

tbf there are some things that are hillariously difficult to translate to quest
case & point: anything involving hair or feather cards

ruby marsh
#

yeah transparency is tough on quest

humble canyon
#

Like honestly surprised there aren't more tutorials for how to model like solid geometry hair like you see in fortnite for VRC creators

#

Mostly just splines

#

Though I suppose some retopology could probably make spline hair a lot cheaper

vocal egret
ruby marsh
#

ouch yeah don't think so

humble canyon
#

was more referring to the humans

ruby marsh
#

well even for humans as well, going to have to be mostly texture tricks

#

perhaps even resorting the old school ways of baking occlusion/specular right inside of the albedo maps 😛

humble canyon
#

As probably most of the quest people looking at you aren't going to be sticking their nose right in your chest like that

ruby marsh
slate plume
#

Why can’t I see Avis above 10mb anymore mannn

humble canyon
#

that's setting menu being there at all was copy-pasting pc ui as the sdk does not let you upload more than 10 MB anyway

slate plume
#

If it ain’t broke don’t fix it

humble canyon
#

like if you saw any avatars above 10 MB on quest they were breaking terms of service by using a modded SDK

heady wing
#

In other words, it was broke so they fixed it

civic gale
#

So the SDK is recommending we switch to ASTC with a warning sign and an auto fix button.

#

The SDK tells me this is being done to reduce VRAM usage, maybe, however, it's more than quadrupling the size of all my textures on disk.

#

I'm hitting the 20mb limit with a single 8k atlas now. I don't mean to sound accusatory but like, what is the rationale behind this?

civic gale
#

I'll note that cranking the block size all the way up to 12x12 doesn't recuperate the cost.

gentle kindle
#

yeah astc 12x12 is the best way and you can increase the size without changing much and still looking good

#

and disabling mip maps helps too

oak knoll
#

why when i load into worlds it says not enough memory but my oculus has 250gb of space left

gentle kindle
#

its not talking about this type of memory but its vram memory

oak knoll
#

oh

gentle kindle
#

The Quest 2 has 8gb of vram but vrchat can use only 6gb of that

oak knoll
#

can i get more somehow or do something to make it run better i guess?

gentle kindle
#

Its not possible
the memory is internal and you would need to open the quest 2 entirely to access

oak knoll
#

so if i were to open it it would just be like upgrading ram if you can in like a computer?

gentle kindle
#

I once thought about that and I did some research and it looks like the ship is attached with the motherboard

oak knoll
#

so you cant even upgrade it at all

gentle kindle
#

Nop and the best we can do is waiting for quest 3

oak knoll
#

dang!

#

is there nothing in the settings we can do about it either to make less stuff run for our ram?

gentle kindle
#

Well there is the quest pro wich has more ram than quest 2

oak knoll
#

i hope the quest 3 is a bit more light

gentle kindle
gentle kindle
oak knoll
#

i might just save for the valve index haha

#

if the 3 isnt too good

civic gale
gentle kindle
civic gale
#

But what you're saying doesn't apply here. 12x12 ASTC still increases the size of my atlas texture on disk by almost 3 times as much as ETC2.

#

It's a bit better than the default 4x4/6x6 block size, but it still prevents me from uploading my avatar.

#

My atlas goes from 1.6MB to 7.2! That's worse than PNG. The original file was only 5.

#

Here is a 78.6 kilobyte solid red texture (for example) being shot up to 9.5MB after ASTC.

humble canyon
#

as that's going to use 256 MB of vram

humble canyon
civic gale
#

Again, these were for example.

#

Trying to illustrate that ASTC tanks size on disk, not VRAM.

humble canyon
#

wouldn't surprise me if vrchat considers that a plus that you can no longer put a A 8K texture on a quest Avatar

civic gale
#

Okay let's say I reduced the size of the texture to fit the 20mb upload limit.

#

ETC2 would still be beating ASTC for size on disk. So we're trading a VRAM benefit for a massive increase in bandwidth requirement?

#

That VRAM uptick better be worth it because the average size of a Quest avatar is about to double, triple or even quadruple.

humble canyon
#

there's a hard cap on Quest Avatar file size so they literally cannot double

civic gale
#

woosh

humble canyon
#

I suppose mission accomplished if the average resolution of textures get smaller on Quest as far as cutting down on vram

#

like vrchat some documentation considers 1K the highest anyone should be using

#

"Keeping texture size low is important. You should aim for using 1k (1024x1024) resolution textures at maximum. You should also create efficiently packed atlases, allowing for more texture resolution in the same size."

civic gale
#

double woosh

humble canyon
#

like a 4k texture already puts you at very poor on Quest for texture memory usage

civic gale
#

Size

#

on

#

disk

gentle kindle
#

I wasn't talking about the vram

#

This is a texture using etc 4bits that comes as standard and the size is 2.7mb

#

This is the same texture using ASTC 12x12 and the size is now 0.6mb

#

And this is the same texture but with the mip maps disabled

gentle kindle
vocal egret
#

this is with mipmaps by the way

civic gale
#

Yeah VRAM usage varies by compression type. They weren't even speaking on similar terms. Felt like I was talking to a dictionary.

brisk cove
#

Did something change with the latest SDK for quest optimization? It's not preventing me from uploading models that are big now but it's also not showing me what I need to fix before people can see it.
It usually prevents me from uploading models if they're too big

humble canyon
#

do you mean the file size or physical dimensions

brisk cove
#

Like file size, I was able to upload a model I had not optimized yet while on the android version of unity, and I know for sure the model could not have been able to be uploaded like that because it have more than 8 phys bones on it as well

#

Usually I just click "build and publish for android" so that it lets me know which things I have to fix before I am allowed to upload it but this time it didn't do that at all

humble canyon
#

Quest avatars always had a hard cap of 10 MB for file size

brisk cove
#

Yeah, but I wasn't getting that "Current size XX.XX mb" message that would prevent you from uploading to android on the new sdk, I am getting it now on the old SDK though

north bay
#

My avatar top and bottem is green and I cant turn it any color idk a fix

humble canyon
#

sounds like your model has vertex colors you need to remove those

north bay
#

yh i did it thank you also what good ways are there to remove megabytes. liek clothes or texure quality

candid thorn
#

Lowering resolution of textures, removing unused stuff that needs textures

#

Probably don't need any textures above 2k resolution, some will probably be fine at 1k or 512

pearl bough
#

Everything for me is 1k or lower

heady wing
pearl bough
humble canyon
#

like if you have a metallic smoothness map if it's just solid Blobs of color you could probably crank it even lower

sharp zinc
#

Bro my avatar is literally 10,00mb and wont let me upload wtf

#

"Cant upload a 10mb avatar cause the limit is 10mb"

humble canyon
#

then just make it a little bit smaller

sharp zinc
#

I know but it's just stupid lmao

pearl bough
#

Imagine if it was a kb bigger lul

#

And denied you cause of it xd

slim coral
#

10.01

#

i cried

pearl bough
#

Rip

pearl bough
daring dragon
tribal roost
#

Unless you have two or less 1k textures. Three 1k textures would be pushing it like you are saying, and four or more would almost certainly be more VRAM usage than one 2k texture

#

But you do have to keep in mind that a 1k texture is one fourth the size of a 2k texture in theory

#

Which is kinda funky but also makes sense

daring dragon
#

But also draw calls in general are much more taxing than texture size overall

#

Texture size is more of a strain in the fact that you have to download a larger file, while draw calls are arguably more expensive otherwise

humble canyon
daring dragon
#

That is true

#

But with vram performance blocking, usually not as much of an issue nowadays

humble canyon
#

yeah I suppose that something worlds more have to worry about

gentle kindle
#

maybe matcap if you find a good metal matcap

vocal egret
#

matcap lit is unironically better for metal annoyingly, blame standard lite not supporting reflection probes

sharp zinc
#

Hello guys i connected my octulus quest 1 with air link and when i try to play any games the quality is being very low do i have to connect with cable for good quality? even tho in vr home quality still being very blurry and details are bad

pearl bough
north bay
#

How would I fix this?

#

The purple in the eyes

north bay
#

okay

#

thank you

north bay
#

it had a standerd shader but i had to delete it how would i add it back inot the prefab

#

@fathom oar

#

add component?

#

since i did delete it

#

@fathom oar

#

okay thank you alot

pearl bough
#

Wut

#

If the original mat was delete all he needs to do is apply it

pearl bough
north bay
#

Okay..

pearl bough
#

Drag the material into the eyes by just dragging it from the asset folder (or whatever folder the mat is in) to prefab

willow hare
#

I notice that webm videos play in Quest now, but do they use more resources to decode than mp4 files?

plucky night
#

Any help on how to fix my VR Chat from crashing with the message "you do not have enough memory to run VR Chat" on Quest 2?

#

Im also getting kicked out saying system didn't have enough memory, but i have over 20gbs left

humble canyon
plucky night
#

How do i fix it, do you know?

humble canyon
#

there's not really anything you can do about that besides showing less very poor avatars

plucky night
#

I'll try that, thanks.

humble canyon
plucky night
#

I changed the distanced of when avatar are shown, and how many are shown, hopefully that helps.

#

I also cleared the cache

#

I never used to have this problem before.

#

Weird

#

Now i can't load into any maps with alot of people cause I'll get kicked out.

keen sage
#

Yes. Recently this error kept recurring. It used to happen once in a blue moon for me too.

Wonder what's wrong with Vrc.

timber scarab
#

I been having worlds either lag a lot or freeze my quest causing me to power it off then on in order for it to work again. :/ If I can fix that would be wonderful.

grand harbor
#

trying to find these shaders so I can switch them to the vrchat ones and upload the avatar to quest. but i cant find them at all. is there another way to do so?

last patrol
#

Can u take a full screen of the sdk

#

Pls

pearl bough
#

Huh

#

Why do you need that?

#

He is just missing some materials that has custom shaders

#

Which he needs to change

#

For quest

placid laurel
#

so quest avatars can't use custom shaders like poiyomi? good to know.

severe atlas
#

not by default no

dull oyster
#

hey there!
just curious.. does the handtracking work via steamvr too? since i only found smth from 2022 which says, that it's beta for quest standalone only...
does this still apply or did smth change?

thank you:)

green oriole
dull oyster
green oriole
#

Nope :/, annoyingly no standard for hand tracking on PC.

In theory ALVR and some OSC program could allow for hand tracking, but you'd lack the ability to move and the avatar itself would need to be setup for it.

dull oyster
#

ahh i see..
so there is no other option than to play it from quest itself instead via link cable then
will have a look at the ALVR thingy 😛

slow scarab
#

hey i'm have a lot of problems with my q2 and vr chat, namely 0 avaters loading in (even my own characters actual texture don't load, just the model), and it crashes really easy once i start showing peoples avatars

quaint carbon
#

what was it? i'm having a similar issue 🥲

north bay
#

whats the best way to reduce MB without taking clothes and toggles. ik texture is one

humble canyon
#

honestly just not having as much clothing on one Avatar would be helpful for file size and vram

north bay
humble canyon
#

But to answer the question probably lots of crunch compression on the textures to make them take up not too much file size

north bay
#

okay will do that thank you

pearl bough
#

Lowering poly count aswell ig

north bay
#

also using crunch compression do i set it to 100 or 0

#

or 50

azure stone
#

Why my hair is green????

north bay
#

How do i replace the pink/purple mising material. i deleted a greyed out material on the eye now it is gone can some1 run me down how to fix it]

severe atlas
#

Right click, create new material, drag new material to where the missing one is

north bay
severe atlas
north bay
#

on unity could u run it throug just a little bit new

severe atlas
north bay
wispy locust
#

How can I see, what is creating this large file size?

#

I have only 2 images one is 32x32 (384 Bytes) and another is 2048x2048 (1.3MB).
how in hell do I gett 13,56MB?

#

How can I see what is causing this large size?

pearl bough
green oriole
wispy locust
#

I am talking about the file size

#

(disk space)

#

(download size)

green oriole
wispy locust
#

why does I have 13MB if I only have 4,5MB VRAM usage?

green oriole
#

It does not include the model

#

blendshapes

wispy locust
#

Its confusing as hell.

#

What does "Optimize Game Object" do with a avatar?
is it recomended to check or do I break some functions with it?

north bay
#

how do i reduce physbones tranform count

severe atlas
north bay
severe atlas
#

Keep some just remove some

north bay
#

hair takes up so much but i need it

severe atlas
stoic epoch
#

i genuinely just need help quest optimizing a opossum model please help ;-;

shell jay
sharp zinc
#

Number 1 Tip for Quest optimisation

Buy a PC

heady wing
#

Can confirm you won’t be able run blender without one

pearl bough
#

and can confirm your pc will sound like a PS4 while running vrchat

pearl bough
#

And if your not a quest user, maybe don't speak here unless it's for development reasons instead of making a really dumb comment

tribal roost
#

Depends how old the laptop is

#

If it was bought within the last couple of years and wasn’t like a bare minimum $200 laptop, then it’s CPU and integrated graphics should be enough for Blender.

Now rendering or baking are out of the question, you need beefier hardware to do those

shell jay
sharp zinc
pearl bough
#

Lmao

blissful owl
#

So I added a new video player to my pc world and want to make it visible for questies, what needs to be done for it to be synronized now in the quest scene, the pc and quest one are much different, would I have to remake the quest one entirely?

severe atlas
#

Just put that before the YouTube address

halcyon adder
#

What up with the saying memory i s full but my quest 2 memory is not full

humble canyon
halcyon adder
humble canyon
proper flare
#

(Vrchat issue, and limitation issue)

blissful owl
severe atlas
blissful owl
severe atlas
#

I mean i just build one scene and just make sure its quest compatible then upload to both

fervent drift
#

can someone tell me if its better to buy a game on the oculus store and run it on just the vr set or buy it on steam and connect through pc. I assume the latter performs better if you have a cable however I am running on airlink and Im not sure if it's still worth it.

vocal egret
wraith zodiac
#

Anyone know what can be causing issues with my quest and how to fix it? I used to be able to play VRChat with no issues with link cable back then until it suddenly stopped working, I can play for only a good 10 minutes before my quest link stops working, my game keeps playing on my PC but it freezes on my headset, looking around just shows the last screen I was on and glitched out stuff and I can't even open the quest menu I have to disconnect my link cable to fix it anyone had this issue before?

fervent drift
# vocal egret Depends on the game and if you care about being locked to only one brand of head...

so my problem right now is that the games run very well through the oculus store on the device. Anything Ive tried through steam has issue. My best example is breachers which I bought on steam and on oculus to compare and it's night and day. I refunded the steam one. You bring up a good point though but Id have to be able to optimize the steam games first. Ive gone through videos and guides to optimize it and I can't figure out where my issue is. I have 16gb of ram I wouldnt think thered be an issue on my end processing wise and my graphics is a gtx 1650 which Id think would be good enough for a game like breachers.

abstract roost
pearl bough
#

Kekw

ionic iris
main elm
#

Anyone know why the URL resolvers aren't working on Quest anymore?

trim flint
#

A lot of the Video players are actually pretty broken right now. Either have to program one yourself or find one that has a built in resolver. I think there are a couple out there. I need to grab one myself since the Udon Sharp player decided to break in the most recent update.

humble canyon
#

there are no video players in vrchat capable of Auto Link resolving for Quest

#

as VR chat for security reasons doesn't let udon have the capability of modifying urls

trim flint
#

Well not a built in but rather adding a predefined URL String before the main URL Sting is always possible.

proper flare
#

Don’t the movie worlds function that way?

#

Only reason those still work I’d assume.

green oriole
green oriole
proper flare
green oriole
proper flare
#

Neat bypass, won’t need nextnex until then.

#

Going to also assume everything functions the same, with or without using a resolver. Like having my own conversion.

green oriole
proper flare
green oriole
#

Streams do not work, you can't even watch recent vods before they are converted to actual videos using resolver websites, it does work on PC though.

proper flare
#

Let me rephrase it

#

I meant more of how do streams work for pc.

#

Because if pc and quest do the same system on resolver for vids how would streams function

green oriole
#

Don't know the technical side of things, but since resolver websites can only do their thing once, when the URL is first run, I assume that must be why they do not work.
Pure guess, but streams run through PC are probably continously run through yt-dlp.

#

There is one resolver website that does advertise being able to do streams, but as far as my knowledge goes they must be restreaming the stream, which is really expensive, because no idea what else they could be doing.

proper flare
#

Another question would be, couldn’t you also just use the yt-dpl for quest?

#

If both systems do function as is, wouldn’t streams if slightly edited work the same?

#

I know quest limitations are the first problem

green oriole
proper flare
#

Got it lol

#

Thank you

green oriole
#

Best guess for why yt-dlp isn't on Quest is because of Meta, because there is a android version (sort of a android version) of yt-dlp.

proper flare
#

Excluding that, price, and limitations

green oriole
#

yt-dlp is open source software.

void otter
void otter
trim flint
green oriole
proper flare
#

I’ve tried pro tv and for me, I just like things simple for everyone to use

#

Nextnex was that for me lmao

void otter
#

Never heard of nextnex but i should probably look into it

digital timber
#

How am i supposed to get rid of this physbone when it doesnt show itself when i click on armature (it only shows when i click on the avatar within the hierarchy)

#

@ me if anyone has a solution

green oriole
green oriole
proper flare
#

😭

green oriole
#

USharpvideo is the simplest one I know.

proper flare
#

Prob

verbal rune
digital timber
pastel solar
#

There is a materal on a avatar on mine and i cant find it, i even looked through the all material tab and still cant fine it
any ideas?

proper flare
#

I know if a avatar has collars, bows, other objects get shoved at the neck maybe something Is there

pastel solar
proper flare
#

In armature? Oh I’m unsure then. I’d advise looking at mat count and counting the ones you can find

half pine
#

salut depuis une mise a jour quand je passe mon avatar en quest il y a une option a auto fix qui touche au paramètres des textures depuis que il y a ceci les MB des textures limites ne se baissent pas même quand il y a pas de textures sur l avatar les composant eux mêmes pèsent beaucoup.

sudden dome
#

does anyone know how many particles i can use in a quest world before it gets too laggy?

proper flare
#

Some games can do it right, most just don’t make particles for quest because it’s a hassle.

#

I don’t know an exact limit, but it does depend on what’s in the world also.

sudden dome
sinful badge
#

Hey so I here that the quest world poly reccomendation is around 50,000 or so- does anyone know if I can go above it and be mostly okay?

#

I really wanna add more to my world but I'm already around 55,000 right now and I don't wanna overdo it haha

heady wing
#

According to Meta’s own guidelines for the quest 2, technically up to a million tris is okay for rendering (being worlds, players, props, etc), but you will have to account for other users in the world.

#

Really up to 100k is fine, but you should be using occlusion culling to reduce that number beyond that point

#

More important is to keep draw calls down (so fewer materials and unique meshes and the like)

sinful badge
sturdy barn
#

Could anyone with the zenin free model can convert him to quest and upload him for free for me pls? And maybe add fake quest index if possible?

kind trail
#

i got my batches down to 20-50 at any given time and my polycount is only around 100k now, but I still only get around 30-35 fps in my world. Is there a profiler for quest that lets me see what's causing performance loss specifically?

proper flare
#

Idk any profiler to look for where you lose performance other then the thing to look at textures download size

kind trail
#

and i have zero non-baked lights

#

i thought it could’ve been occlusion culling causing more cpu lag than the gpu lag it reduced, but after turning occlusion off it’s laggier

gentle kindle
#

standard material can cause that
Even when the model has too much polygon

bronze remnant
#

ive made like all the textures the lowest they can be while still looking good, made menu icons the lowest they possibly can be, deleted a few toggles, and now im not sure what the problem could be still someone please help this is so frustrating ive never had this much trouble optimizing

humble canyon
kind trail
#

i think i've genuinely done all i can to optimize my world for quest (and in general). reduced batches to double digits most of the time, heavily reduced polycount, occlusion culling and optimized bgm/ambience system to have the least amount of audiosources active, and it still runs at around 30~ fps

#

is it just because it's a huge world or something? even in a build with every tree disabled it runs at the same fps

gentle kindle
kind trail
#

they aren't high poly

gentle kindle
#

I know but it helps a bit with the download size.
Also is the textures type with astc 12x12?

kind trail
#

the download size is 35mb, i think it's ok

kind trail
gentle kindle
#

change to rgb(a) compressed astc 12x12 block
Its impressive how the size of the texture change and with texture size reduced you get more fps

kind trail
#

looking around feels fine in the headset due to the smoothing, but as soon as you see something move it’s really jarring

kind trail
#

does anyone know?

green oriole
# kind trail does anyone know?

Have you tried the exclusion method, turning things off individually, or starting from nothing gradually turning things back on?

Wouldn't be too hard to make a script that did that on load, with a delay between things.

kind trail
#

it has to be something CPU related but I have no clue what

#

I optimized my background music/ambience system so that it pauses/stops audioclips when necessary instead of just muting them so that there's only 1 or 2 playing at any given time, and switched background music to streaming

#

i dont think i have anything else that's cpu intensive

green oriole
#

You've done a ton so I can't really point to anything else.

kind trail
#

audiosources cause lag just by being an enabled gameobject even if they're completely stopped?

#

i'll see

green oriole
kind trail
#

nevermind, i guess it did nothing, fps were at 45 for a few seconds but now they're back to 30, even after making a new instance

green oriole
kind trail
#

i think so

ruby marsh
#

The low performance could be due to the shaders your using as well

kind trail
#

I made a build with the shader completely empty (returns light mapped white) and it still had the same performance

kind trail
#

is there really no way to profile the game on quest? i feel like i’ve done everything i can to optimize the world at this point

heady wing
kind trail
#

yeah i tried that, didn’t really help

heady wing
#

As others have suggested, disabling objects one by one could be your only option

kind trail
#

it complained about occlusion culling taking 5ms, but even after disabling every tree and clearing occlusion culling data it still ran at 30fps

#

hmm

heady wing
#

If disabling trees didn’t do much, there could be other culprits

kind trail
#

does continuously rotating stuff (like a windmill/pinwheel) cause a significant amount of lag on quest, even if it’s just 10 objects?

heady wing
#

Updating transforms isn’t that expensive

kind trail
#

that’s the only udon script i have that continuously does stuff from what i can remember

heady wing
#

You’ll just have to disable stuff, and retest, or start with nothing enabled and work your way up

kind trail
#

alright

humble canyon
sterile gyro
#

Looking to put nightvision on a quest and pc compatible avatar, anyone know of a way so we can make questies see in the dark? I've been trying a number of options but no luck

kind trail
#

disabled everything, ran at 50+ fps until i started enabling udon stuff

#

which is weird because i don't think any of my scripts are that intense

kind trail
#

i have no idea how something as simple as that could be so expensive

heady wing
#

Maybe using animations would be better instead

kind trail
#

true, i'm considering just doing that

#

this is literally all there is to the code

heady wing
#

¯_(ツ)_/¯

kind trail
#

oh well, maybe udon 2 will be faster

#

i'll just do it with animations

heady wing
#

Updating transforms can be slow when there’s lots of child objects, but this should just be done with an animation

kind trail
#

ah

#

that's probably it then

humble canyon
#

udon tends to be quite slow compared to Native c-sharp so honestly yeah the animator might be faster

kind trail
#

not sure why i didnt combine these 4 into just one mesh

humble canyon
#

yeah that would be a lot better for draw calls for that to be one mesh

kind trail
#

also do animations have culling? i remember reading animations could cause a lot of lag on quest too, is there an option to cull them when you're far away like reducing their framerate like Switch games do?

heady wing
#

Yep!

kind trail
#

ah

echo rampart
#

My oculus linked pcvr keeps crashing after 10 minutes of vrchat, quest standalone does not have this issue but only when I connect it with Quest Link. Could anyone please help me solve this problem? I want to stay longer in PC only maps... (sob)

mellow isle
#

I know this is frowned upon but who can I pay to help me make my world quest compatible like we jump on a discord call and just go through it

#

I’m not necessarily saying do it for me but just help me and guide me lol

tribal roost
#

Or maybe you might even learn how to do it yourself for free

mellow isle
#

I see I never thought of that nor did I know that! Thank you

slow basalt
#

anyone got any clues? wasnt too big before

#

deletes some clothing accesories still no fix

#

someone help pls xD

#

i fixed it omg has future proof off

nimble apex
#

For Quest worlds, how much should we budget for vram? Currently I'm targeting a max of ~250 MB to hopefully leave plenty for avatars (world has a soft cap of 15), but I was wondering if maybe there an officially suggested limit or some form of guidelines for worlds?

wild spade
#

anyone got a good metal matcap they can hmu with?

kind trail
#

are 2048x lightmaps too high res for quest? they're the only high res textures i have, everything else is under 512

nimble apex
# kind trail are 2048x lightmaps too high res for quest? they're the only high res textures i...

Personally I would say it's fine, especially if everything else is already low res. Using two 4K lightmaps with ASTC compression uses 64MB of VRAM according to the Unity Memory Profiler, and adds ~30MB to the build size in my experience. I believe one 2K texture would only use 8MB of VRAM. Of course, the lower resolution the better, but I'd say 2K is absolutely fine. If you're interested in knowing how much memory something uses, you can install the Unity Memory Profiler and take a peek.

sturdy barn
#

FOUND

sharp zinc
#

So idk if this is the place to put this but on my quest ever since the new update came out me and my friends have been randomly getting colored screens while loading into worlds and it’s sorta staticy and then we have to exit vrchat and get back in

zinc oak
#

Can y’all please put the Max download avatar back to how it was before y’all updated it to 10MB. It’s really annoying especially when I’m looking for avatars with over 10MB. Please and thanks

tribal roost
proper flare
#

even if they didnt decide to fix the bypass people did, you still have crashing issues with those avatars anyway

torn hamlet
#

Thinking about optimizaing quest avatars makes me wanna puke

proper flare
#

9,999 is too hard to work with for some avatars

#

Also everyone ignores the standard for quest anyway. Me when seeing anime avatar with 500,000 polygons. (Blocked avatar.)

limber bear
#

it's a mobile shader

proper flare
#

idk why none of those particles work

real leaf
limber bear
verbal rune
#

No transparency for quest avatars.

proper flare
#

Did anyone else randomly be able to use imposter avatars?

tribal roost
# limber bear why?

The only shaders in that folder you can use on avatars are standard lite, toon lite, and matcap lite

limber bear
#

no

loud jay
#

I'm gonna make my fallback avatar 100 triangles max just to annoy my Questie friends

#

Oh and like 100 pixels is the max length of a texture

#

And it's an atlas

#

So that's like 2 pixels per texture

#

Idk someone do the maths

tribal roost
#

granted, a couple of those do not work despite saying they do

#

like the particle shaders for example

proper flare
#

The ones anyone mainly used is mapcap lite and stander lite

#

Idk anyone who uses toon lit

tribal roost
#

true

#

matcap can literally just be a better toon

#

cause you can make fake but good looking cell shading for example

proper flare
#

Only nitpicking I have for matcap is when you are in worlds without lighting system you just look dark

#

(Problem with toon lit also)

elder scroll
#

Is it better to enable/disable props & clothing or shape key shrink them?

green oriole
#

Personally, just better to create multiple avatars, less for people to download and less that needs to be kept in VRAM/RAM.

elder scroll
#

I'll just stick to toggles then. Thanks

waxen prism
#

I made a PC only avatar, Quest compatible by compression and lowering resolution. One friend mentioned it was 2,000 polygons over the limit for very poor. Would like to get it to poor

carmine stream
waxen prism
#

The only knowledge I have with Blender is preparing it to upload to be an fbx file and exporting to unity

#

I never did the reverse

humble canyon
# waxen prism The only knowledge I have with Blender is preparing it to upload to be an fbx fi...

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 ...

▶ Play video
waxen prism
#

Thank you

pine dune
#

It was tough, but I managed to get one of my avatars with toggles to go from very poor, to poor rating on Quest so that it's visible on mobile. (Not all toggles shown here) It's all one single joined mesh and shape keys were used to make toggle animations, as well as using atlas material, with its texture compressed from 8K to 2K resolution in low quality and 50% crunch compression to okay results.

#

Forgot to mention that mesh decimation was done, down to at least 20,000 tris.

#

I know this is sort of common knowledge at this point, just wanted to show off some decent optimization work to have it work on mobile.

#

For the accessories, I just shrink the meshes down to microscopic size when they're toggled off.

twilit niche
#

if textures are usualy not ok to have over 1024, what about lightmaps? bakery gives me a buch of 4k light maps and look alot worse when downsampled

#

for worlds of course.

nimble apex
# twilit niche if textures are usualy not ok to have over 1024, what about lightmaps? bakery gi...

Personally I'd say going over 1024 is fine for lightmaps. I use two 4K (one subtractive, one directional), with every other texture lower res and everything seems to run smoothly enough on Quest. If you're concerned about using too much memory, download the Unity Memory Profiler and play around with that. Also, if you're wanting one specific size of lightmap (rather than a specific texels/unit), you can put all your lightmapped objects in a Bakery group and force it to be a specific size and it'll automatically find the right texels/unit value.

deep juniper
#

if im using the standard shader or mochies shader do i have to switch them over to stander mobile light shader in unity

white terrace
#

Hey can someone teach me how to make a quest avatar? I made the avatar how do I export it from blender and put it in Unity

#

I have ab nine materials

grim swan
ashen crest
#

uses too many resources sadly

analog kernel
#

Imagine you have an avatar near you. Imagine it's taking up about 1/3 of your screen. Because of that you won't need to render anything behind that avatar, nor the back side of any of the meshes on the avatars. If that avatar had transparency, then you would have to render the front and back sides of the avatar, on top of everything that is behind. That means you need to render that part of the screen three times. Imagine you have another transparent avatar behind that one. Then where they are overlapping you would need to render that section of the screen five times

#

It just keeps going like that the more you have overlapping transparent objects

#

Transparency is okay in moderation and on less complex meshes, but vrchat I belive is trying to prevent the worst case scenario

#

Most beginners make unoptimized avatars

#

Most everyone does tbh

humble canyon
#

even a optimized Avatar maker can't control for how are the avatars arranged to prevent a oh dear drawing 10 transparencies on top of each other

deft nacelle
#

Recently my quest keeps crashing

#

I clear my ram but is there anyway to avoid this

hazy bluff
#

stop showing every very poor avatar you see

deep juniper
#

i switched my build over to android and when i tried to re bake my reflection probe my materials werent being affected do reflective surfces just no work on quest
this is on the vrchat mobile standard light shader

nimble apex
deep juniper
nimble apex
deep juniper
#

ohhhhh so its just a performance thing ok tyty

#

yeah its for a world

nimble apex
#

Everything should work fine then. Just swapping it to Standard should allow reflections. As a note, on Quest 'Box Projection' is disabled for Reflection Probes, so reflections may be a bit different if you were using that option. Other than that, everything should be identical to PC ^^

solar lava
#

how could I do toggles while keeping compatibility with quest?
i've tried a few things like splitting my pieces into seperate mesh renderers but that causes it to not be uploadable
i've also tried making them smaller and controlling them with shape keys but when i move my avatar there are vertexes floating around due to the weight painting

tribal roost
#

It’s weird but this even works with clothing for example, because you can actually weight paint something to have a total weight from all the bones effecting it over 1

solar lava
#

i'll try it though

tribal roost
#

well, it can, so definitely make like a copy of the blend file

#

You can also do it more manually then weight painting. You can manually assign vertices to a bone group with a weight by selecting all of them, selecting the bone group in the mesh settings, and then assigning with a value of one

#

As long as you don’t have normalization of weights on then it shouldn’t break

solar lava
#

it isn't normalized

#

and deleting the vertex group (that i created for the toggle) fixes it

tribal roost
#

Ooop

#

Guess my idea was wrong

#

Prolly could work… I would just need to think about it, cause I get why it would do that now that I see it…

bitter coral
#

can always make a shapekey to hide the object inside the body mesh

foggy lichen
#

Hi y'all, anyone here just virtual desktop to play wirelessly? Getting some really bad frame rate issues.

hazy bluff
#

If you have an Android phone, download a wifi viewer app to make sure there's no interference

foggy lichen
# hazy bluff If you have an Android phone, download a wifi viewer app to make sure there's no...

Do you have a recommendation on any specific app? Nothing about my setup has changed beyond me moving to a new house/city and getting a new wifi configuration. But I'm getting like 350mbps and I think it's fine.

I have always connected my Quest 2 to my PC and streamed pixels from the PC to the headset using an application called Virtual Desktop. In the past, I never had performance issues. Even from across the house, far away from my router. But now, I'm getting issues and I don't know what may be causing them. I'm struggling to maintain 20 fps in VRchat while streaming through my headset. I've yet to try it without involving the headset--just playing on my PC but I suppose that's the next step in my troubleshooting.

I don't think it has anything to do with the network connection because I got around the same amount of frames away from my router as I do next to it. Also, my frames increased when I lowered the graphics settings. Since I'm just streaming pixels, that shouldn't have an effect, as far as I know.

I really am kinda at a loss as to what to do next. I am considering over-clocking my GPU but I just wanna know why I even have a problem in the first place.

hazy bluff
#

I'd recommend turning on the performance overlay in settings of VD. That way you can see where in the process your frames are being eaten.

foggy lichen
foggy lichen
#
  • Latency 180 ms
#
  • Game 70-75 ms
#
  • Spacewarp = ALWAYS
#
  • 5ghz - 1200mbps
#
  • Bitrate 140 mbps
#
  • encoding <10
#
  • networking < 15
#
  • Decoding < 15
#

Processor Intel(R) Core(TM) i9-9900K CPU @ 3.60GHz 3.60 GHz
Installed RAM 64.0 GB
System type 64-bit operating system, x64-based processor
Pen and touch Touch support with 9 touch points

#

Nvidia Geforce 3080 ti EVGA

shell jay
shell jay
#

What was it?

foggy lichen
#

I needed to uninstall VRchat and SteamVR. This solved this issue and I was back up to 60fps. Super weird though.

shell jay
#

Very odd
In future you can try the option in steam "verify file integrity" before reinstalling

shadow depot
#

Hi, if I want to ask some questions about air link, is this the right channel to do it?

tribal roost
bitter coral
#

not really in this case since it isnt the right channel

shadow depot
tribal roost
#

so no worries

safe salmon
#

So quick question, does anyone know if empty bones that aren't connected to anything on the avatar add mb's to the avi?

pastel basalt
safe salmon
#

nvm

pastel basalt
#

for each texture

safe salmon
#

What does this mean? I was trying to upload to quest

undone plume
#

too many lights that eat perfomace

#

remove one or lower its importance

autumn pecan
#

So, I've been making a world in the background for about a year now, on and off, still unpublished until a couple minor bugs get worked out. The Quest and PC download sizes have always been reasonable. PC will be only 10mb or so larger than Quest. But recently, about 2-3 weeks ago, I updated to which ever sdk was current for the time, and now, with no changes made, the Quest download size is 20mb larger than PC. I've double and triple checked that all my assets are as optimized as possible. As of now, the PC download size is 48mb and Quest is 70ish... It still runs very well on both PC and Quest, so I'm not sure what happened. Anyone else experiencing similar issues or have any advice on how to figure out what is causing this?

green oriole
autumn pecan
green oriole
autumn pecan
kind trail
#

can draw calls cause this much performance loss? the scene with less triangles runs noticeably worse than the other one (but not game-breaking i think)

green oriole
kind trail
#

100 draw calls dont seem like a lot then, not sure what's causing this much performance loss

#

i mean it's definitely much more playable than earlier versions of the world that ran at like 20fps though, i'd release it in its current state but I still want to see if I can make it run better

green oriole
#

Also 100 draw calls is quite a bit for Quest 2 when you consider that avatars have to fit into the 80-200 as well.

kind trail
#

they're just unlit/transparent materials

kind trail
#

i was testing an avatar selector system, it has an UI and an avatar pedestal to the side, I haven't added any code to automatically deactivate it when the player leaves its trigger yet

humble canyon
#

Yes that would be transparency rendering

kind trail
#

ah

#

even if i don't have any transparent ui elements?

pine dune
#

What's the recommended resolution for the video player screens on the Quest world if there's a total of four screens (each in different areas, so there's no multipe screens in view at once, if that makes any difference.)

#

Cause in my world, I currently have it set to 1080p, which might be causing some frame dips and occasional freezing (on mobile, at least)

sharp zinc
#

quest is always stuttering

jovial basin
wise quarry
#

Does anyone know if bakery lightmaps impact quest more than normal?

nimble apex
humble canyon
#

They would be identical performance wise as it's just baking a texture and the unity would be reading the texture so you could have made the light map in Photoshop and it would be the same

modern spade
#

Hello everyone! By any chance does anyone know where to find the tools to make a 2D fallback version of an avatar? I have seen some avatars that are like 2D (still 3d) waffles that look hilarious but are very useful as fallback. And I can't find it by googling so far.

humble canyon
#

you can't use custom shaders or transparency on quest

copper heart
#

no fun allowed on quest

tribal roost
#

If ya got the know how you can go a step further and make it like South Park lip sync

#

But there isn’t an automated tool for it I am aware of

#

I have always had to do it manually

modern spade
#

Unfortunately I don't have a screenshot of it.

tribal roost
#

Sounds like Imposters, it’s still in development by the vrc team

#

even if it’s not what you are thinking about it will basically be what you are talking about and at the push of a button as well

modern spade
tribal roost
#

Until then, sorry I don’t really know enough

#

or it’s cause it’s like midnight here and for some reason I’m on my phone… idk

modern spade
pure leaf
#

Hello there. Is there currently any other way to profile for quest other than using Unity? Trying to figure out why I am experiencing "you have been sent home your system ran out of memory" when the world I am working on is only 41.9MB, with no crunch compression so its not an decompression overload issue.

pure leaf
#

Ah, perfect! I found the Snapgradon Profiler. I think that'll help loads!

pure leaf
#

Just about crashed here when the mirror in the default home world toggled on.

tribal roost
pure leaf
#

Mmmm, I understand that so it'd be nice to have a better representation than just the download size then, just like for avatars because I did just another profile and found that even after leaving the default home world, it didn't seem to clear out any RAM before launching the next world so not entirely sure what option there is to circumvent the current memory managment in place. :/

#

Standing in default home world for a few minutes

#

Then this was hitting join to the test world I was using and it really didn't seem to free up much of anything

#

This was from hitting the Go button to the next world and then being kicked back to home because it was "out of memory"

green oriole
pure leaf
#

I was the only person in the instance

pure leaf
#

Which in the scenario of having a world just at both those limits, that still leaves 5.89GB of RAM so I am trying to diagnose what VRC is running under the hood in order to know what is actually doable running on top of that. 😵‍💫

green oriole
green oriole
pure leaf
#

But the world stuttering I show is when the world didn't load at all and stuttered before showing the Go button, being kicked back out to the home world

tribal roost
# pure leaf Which in the scenario of having a world just at both those limits, that still le...

you are assuming vrchat has access to all the RAM, the majority or almost a majority of the Quest's memory is already taken by the QuestOS. Like, all the updates to it over the years have legitimately been amazing and neat, but let's just say it really shows that this is Meta's first operating system, and they haven't done as well as they shoulda at keeping Memory lower. Now don't take what im saying as its all Meta's fault and vrchat is in the clear, no they both have some tidying up to do, but at least vrchat is vocal about it and has been taking some steps towards fixing their issues they can find.

Although stop thinking that a 100MB download equals 100MB on storage and especially in memory. Like realize that a .PNG is actually a compressed file format even if you tell it to be 0% compressed. When loaded into memory for use by the GPU, it needs every single pixel of that texture available instantly without decompressing to actually work with it, so in memory it doesn't actually use the .PNG file format, it fully decompresses it into a raw image with every single pixel stored separately in memory ready to be used in computations. That same decompression happens to everything so meshes, textures, shaders (granted that becomes machine code), colliders, etc.

A good example with this is downloading a game from Steam. I can download a game that is 60GB, but commonly the actual download for a game that may take 60GB in my storage will only be a 33GB download.

tribal roost
pure leaf
#

I'd just like a better representation of what the full uncompressed amount would be, my only reliable source now would just be running the profiler with every single world which seems a bit excessive but if thats what I've got to do. 💀

tribal roost
pure leaf
#

Yes, I hope it gets some eyes, I submitted a 'feature request' to at least have that display similarly to how the avatar download size/texture memory pairs exist now

#

Which is still a huge issue but thats a whole other can of worms I choose not to dwell on atm haha

tribal roost
#

the texure size kinda works for avatars in the end, because by far any of their actually significant memory usage will come from textures, unless of course they have a ton of blendshapes in which case the mesh might actually have a significant memory usage, but they are activly working on introducing a blendshape metric to the performance rank system

edgy scarab
#

i need some help optimizing for quest

#

ive already removed some stuff from the model and used crunch compression and turned down the texture quality

pastel basalt
#

make sure the UV maps have the same names

feral flume
#

Is it possible to get her under 10mb? Should I remove some clothes? She's really cool and it's a shame questies can only see the fallback

heady wing
#

Oh god

#

Uhhh… I don’t think file size is gonna be the biggest issue here

tribal roost
feral flume
#

Let's say, theoretically, I removed most of it...

#

Like just one set of clothes, no pet, no Kunai no Katana, nothing

tribal roost
feral flume
#

Might as well just use leave the fallback as is then

#

I'm not daring enough to blender my way into it

tribal roost
#

fair I suppose

#

Blender can be a lot

#

especially if you are totally new to it

feral flume
#

I know iris it hurts

#

I tried converting an mmd for quest

#

Vrchat

#

Quests are hunting me nowvrcAevSip

tribal roost
#

well... if you really wanna try, it is Blender, but there is a plugin for it called "CATS" and it turns a lot of these more complicated things you would need to do into literal single buttons

#

including exporting

feral flume
#

Yep, I have it. Except the model I want to use is the most fucked up, unoptimized, trillion bones and its also in chinese

tribal roost
feral flume
#

I tried its just a pain

#

It has 2 armatures as well

#

One for hea dand one for body

#

And the skin and clothes are separate, and when you turn off the skin it judt disappears

#

Not invisible or nothing, straight up gone

tribal roost
#

I literally have CATS installed because I keep forgetting the export settings and forgetting to save them in the moment... so CATS is kinda hard for me to use compared to just doing it in blender...

tribal roost
feral flume
tribal roost
feral flume
#

Yep

#

The mesh just gets yeeted out of existence

#

Until you enable it again

#

And the shape keys ans modifies disappear when exported to fbxneonAnimeNightmare

tribal roost
#

only other time I have heard of a avatar this messed up was helping out a friend set one up in unity... I walked away for a few minutes and came back to see he somehow turned it into a soap monster... yeah, idk either.

feral flume
#

No one does

#

It's a mistery

gleaming mantle
#

Can't even use them on Quest

foggy mist
#

how to crash less from lack of ram

#

what are the options

#

i have all avatars off

humble canyon
#

you've done about as much as there can be done besides for go to world that use less Ram itself

ruby oxide
#

What kind of optimization tools for animations work with vrc?

#

Instanced animations etc

foggy mist
#

why theres no option like lower world textures

#

also video players or image loaders are pretty much insta crashes

#

there must be solution to that

#

considering i was checking meminfo and still had solid 150mb of ram

green oriole
#

And mandating adding in several resolution of textures would bloat world sizes and only do something on newly updated and published worlds (on the latest SDK, which a lot of people aren't using).

sharp zinc
foggy mist
#

better stutter than crash

#

and needing to spam join same world 5 times to actually join and not be kicked out of memory

sharp zinc
foggy mist
#

im pretty sure mobile uses that already

green oriole
sharp zinc
#

Yes mipmap does not free up the memory unless you use the streaming mipmap feature or globally adjust the max texture resolution. VRChat does none of those

green oriole
#

Good and bad news then, good that there is something VRChat can do, bad that they still haven't implemented it.

sharp zinc
#

The devs said that streaming mipmap would be hard to implement because not every avatars are setup with this parameter but I totally agree that a global texture quality should exists in the graphics settings

green oriole
#

Isn't streaming mip maps forced to be turned on, or are you talking about something else?

#

Or was that worlds only. .

foggy mist
#

whatever it is its not related with external sources loaded crash

#

something is messed up with script

sharp zinc
unborn kraken
#

Rtx or rx for vr

halcyon pebble
#

How can I make particles quest compatible?

split mason
#

Can someone please find out why Dutchie Star keeps getting sent to the We’re Sorry Something went wrong world it needs to stop 🛑 she’s getting rather upset

copper heart
#

quest hates particles and shaders

green oriole
kind trail
#

My world's background music stopped working completely in the latest VRChat update. I have it set as my homeworld for testing, when I joined there was a black screen for a brief second, then it reloaded the world and there was no background music (sound effects worked). The UI displayed a message that said something along the lines of "You were sent to your homeworld because you ran out of memory" for a few secs

#

This never happened before the update

stuck igloo
#

My memory too

#

I join some worlds it happens later, and now it even gets me home during the loading

pulsar swallow
#

does any of the mobile shaders allow disabling backface culling?

vital spoke
#

Am I the only one that got severe performance issues since they published to preload worlds? Like every second my frame rate breaks down 20 fps

For example my beloved Serenity Cove, never had problems but now I drop from 50 to 30 fps and then again to 50 to just drop again and that over and over again

kind trail
chilly yacht
#

Hiya guys! I wanted to ask if the oculus head strap elite any good? If not does anyone have any recommendations? I wanted to buy a new headstrap for a while now and finally have the money but idk which one to get

copper heart
#

I recommend bobovr m2

#

good battery headstrap

kind trail
#

are there any general guides for quest world optimization when it comes to memory usage?

nimble apex
# kind trail are there any general guides for quest world optimization when it comes to memor...

I personally don't know any general guides, though I do recommend Unity's memory profiler to see how much memory you're using & what's using it. In my experience, large textures (2K or higher) and large audio files tend to eat up the most amount of memory. I would aim to use less than 250MB of memory on the Quest version if possible, though I don't believe VRChat has given any official numbers on what you should aim for.

terse vector
#

I was reading through the documentation and stumbled upon this section. I'd be fascinated to understand more about how mesh combining could negatively impact performance.

#

I've been aiding a community map with optimization and they've experienced some weird behaviours with performance for some users and I'm wondering if this could be the culprit? I just don't know how I would tell, as I can't personally replicate the issue.

#

Creating content for VRChat Quest is a challenge-- you have to create attractive, compelling content all the while keeping the content optimized for a mobile device. These are the same challenges that game developers must deal with while building for mobile.

pure leaf
#

I use MeshCombineStudio and it does an amazing job at providing a pre/post-runtime optimization workflow

#

It's helped immensely for Quest

terse vector
#

Its not my statement!

pure leaf
#

They mention nothing else and move straight on to the avatar section after that haha

#

I'm excited to see VRC asking for help people testing the beta for Quest

sharp zinc
#

do we still need to use mobile shaders for quest 3

pastel basalt
#

it's still using a mobile chip, which means it's still doing tiled based rendering and therefore cannot do transparency well

proper flare
#

It can do better, tests would have to be done. But I don’t think anything would change. Quest 3 makes vrchat much smoother though, able to get 30frames in a server with 50 people. Compared to the 10frames

sharp zinc
#

Vrchat lags on quest now thanks yo the new update

light nest
#

how did the update improve the memory?

sharp zinc
light nest
#

after?

sharp zinc
# light nest after?

Idk if it’s the issue but they re-added world preload so it’s jittering on quest

sour ruin
#

Do you guys now the max tris of quest avatars?

humble canyon
muted haven
#

Quest is basically unplayable more than ever now ;-;

hasty sand
#

Fr

undone sorrel
humble canyon
pearl finch
#

anybody else having an issue where often you'll get caught in an unending state of freezing for a half second every two seconds

#

the only way to stop it is to reopen the game but oftentimes it reinitiates not long after and i have to keep closing the game

#

it happened when they added preloading and stopped when they took it away for a small bit, and then when preloading came back the issue came back with it

sharp zinc
#

I switched to the beta version and it stopped for me

cosmic sapphire
#

I’m having the same problem:((

pseudo thorn
#

thanks vrc for making me lag every second now /nm (??)

#

again

vital spoke
#

Same here, it p*sses me off

I don't care about world preloading if I sacrifice performance for it

pseudo thorn
#

fr

pseudo thorn
proper flare
#

Lag problem?

#

Only issues I've ran into is when preloading then joining the world I would get kicked out of world for low memory. But atleast load times and buffering issues are resolved, so it hasn't really bothered me too much.

#

As I can just as easily go back to the world without waiting for so long,

pseudo thorn
#

I’m gonna say this for the last time. VRChat, I don’t really care about preloading worlds, please just get rid of the fact that I keep lagging every second for atleast half a second. /nm

proper flare
sharp zinc
#

Tons of people have the same issue

#

Also there’s clips of it happening

proper flare
#

I wouldn’t know as I haven’t had issues

#

I only have memory issues and that’s if I load into a world higher then 70mb

sharp zinc
#

According to some people that’s a RAM issue

devout girder
#

Hey Guys? There's a HUGE Lag problem for VRChat on Quest right now.

#

It just sutters every one second, for no reason.

uneven leaf
#

yeah that’s probably because of the glitchy update

devout girder
#

Mhm. It's been suuuuuuuper clunky for me these past few days.

#

Ranging from mildly annoying to unplayable.

uneven leaf
#

has it really gotten that bad ?

#

all i’ve had was a few stutters and crashes jeez

sharp zinc
#

Some people full on can’t play, it’s random for everyone

devout girder
#

Like, that's the thing. It FREEZES Constantly now.

#

One second, fine.

#

Another second, completely frozen.

#

One second fine, one second frozen, One second fine, one second frozen.

#

It's a massive pain.

uneven leaf
#

😨

devout girder
#

How can you report bugs to the VR Chat team again? I would really appreciate it.

uneven leaf
#

on the site i think

green oriole
#

@devout girder since I assume that thing causing that is related to trying to make crashing less common, is it at least crashing less?

devout girder
#

It's crashing less, Yeah.

#

But in turn, it's freezing allot.

#

Like ever 3 to 1 second.

pseudo thorn
#

ngl i have the same problem, but aswel as getting sent to my home world, getting stuck on initialising world, then getting kicked outta the app

crystal ether
smoky tundra
#

I've been getting that too

devout girder
#

Please fix this as soon as possible, if any of the VR Chat team is seeing this.

#

This is rendering the game to be unplayable.

#

And I'm not exaggerating.

tawny cipher
#

I honestly prefer crashing once every 20 minutes to lagging or freezing every 2 seconds

smoky tundra
#

please do, I actually wanna play, not have a fucking stroke every 2 secs

#

It's because the preloading feature, that's when it all started-

tawny cipher
#

Yeah

#

It fucking sucks I hate it

pseudo thorn
#

fr

tough warren
pseudo thorn
inner relic
#

It’s sucks really, it can get as bad as to lag every half second three times and it gets incredibly annoying fast

smoky tundra
#

Can we just like, get rid of the god damn preloading feature?, it barely does shit, all it does is cause so many issues-

sharp zinc
#

Genuinely non of my friends use the preload feature

tawny cipher
#

The only thing it does is break the game

proven hawk
#

I'm hoping to develop worlds that are visually compelling on both quest & desktop with minimal differences between the two, with the added benefit of being able to host large gatherings-

I was wondering if there are any perspectives on how to budget poly count vs. texture size & material count for conveying detail; which you're likely to hit limitations sooner on when developing for a mobile processor like quest

umbral oar
#

The hell? I tried logging in VRChat via quest but after stuck at login screen it disconnects me saying timed out but on pc I login just fine

proper flare
balmy mango
#

so is it just me or is verchat straight up not ready for the quest 3

#

i literally cant play ANYTHING without crashing

#

vrc seemed fine when i was playing on the quest 2

#

which was like a day ago??

zealous lagoon
#

I have 2 too many Physbones?

#

how do i fix it?

umbral oar
#

Does this situation happen to you? In the middle the system suddenly either flashes muting your audio or even the 2 joysticks suddenly malfunctioning (freezes literally)

feral lark
#

Can we get rid of the memory low on the avatars? because I don’t understand the purpose of it being there other being annoying in my opinion.

nimble apex
humble canyon
feral lark
humble canyon
feral lark
humble canyon
#

hiding avatars does take them out of memory
so you could hide strangers avatars if you're having your friends avatars get stuck with that error

feral lark
#

Is there any advice you might have for the memory thing I’m open to hearing more about it

humble canyon
#

about the only functional one would be don't show poor and very poor avatars as they can use more memory

#

& your less likely to run out in instances with smaller number of players

pseudo thorn
#

can we like forget about so many updates and just get rid of preloading? its just unplayable by now with lagging every second for about 0.5-1 second

pearl finch
#

exactly, all these updates later and the still haven't done anything about the skipping that's making the game near unplayable

tough warren
#

Does anyone know if that constant lagging due to the preloading feature is fixed?? I haven’t been on vrchat since the update so I’m unsure

proper flare
fossil canyon
#

Tried the update out, and it's just... fine.
I don't see why this update required the whole blocking avatar thing, when you could quite literally just do it yourself with the safety settings, or the user settings by clicking someone and blocking it that way.
To me, it feels redundant, since you could just do it yourself, or even just permanently hide avatars with the hide globally thing, but now it'll just do it for you, no matter who's wearing it, including yourself, which can be really irritating.

#

It can also make trying to get an avatar without a link a lot harder, since when you can't see it, you can't clone it, which is a whole other issue.

#

The lag also hardly went down either, every once in a while the game will stutter about two times before going back to normal, and sometimes that won't even save you.
I myself am a user that has only my friends avatars shown, and these issues still persist, plus the annoyance of not even being able to see my friends avatars anymore.

languid gust
fossil canyon
# languid gust I'm pretty sure they might be getting a lot of reports related to people going o...

One of the main issues is really just how quickly quest users can get to the limit. It's really, really easy to. Cleared my cache, and I'm already a 3rd of the way full, judging by how 4 GB is considered the limit for us on average.
Seeing as how easy it is to get it full, this avatar thing can happen very often, which is going to be very aggravating, and I can see it being aggravating for quest avatar creators, or creators trying to test for quest users, as there's a good chance the avatar won't load for them because of this memory limit.

heady wing
#

Previously when it got full, it would just kick you back to your home or crash

#

You can load others by freeing up RAM, such as by hiding other avatars.

#

Although it could be more clearly communicated

fossil canyon
#

Cache, at least for me, is a way to figure out what's gonna happen.
At about 4 GB, that would've been around the amount till you'd be sent home very often, and crashing being plausible.
The update before this let me get to 5 GB, before doing one of those two things, making it happen less often.
Now, it's back to 4 before no avatars could load, and even so, it takes a very, very long time before it loads said avatar, like the minimum was 2 minutes for my friends avatar to load, and nearly 5-7 minutes for another's.

humble canyon
#

the Avatar hiding stuff because low memory is entirely about Ram not Cache

heady wing
#

And size in cache ≠ size in RAM either

#

And the taking a long time to load would just be because the game is waiting for ram to clear

#

(A player leaving, switching avatars, you hiding someone’s avatar, changing worlds, reloading the game, etc)

fossil canyon
heady wing
#

Fair enough

#

It does also sorta line up with the quests 6GB of ram (subtract 2gb for the os)