#quest-optimization

1 messages · Page 6 of 1

gusty flame
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HEVC1 codec, 90fps, that's about all I set in virtual desktop

sharp lodge
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Make sure to Use a Ethernet cable on your pc, plug a usb antenna in your motherboard. If you already have all this and your experience in vr is still bad well, just use link.

sterile wigeon
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My pc is connected to it by ethernet but the modem also emits wifi

sharp lodge
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Wait hold on let me read again

sterile wigeon
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Computer is connected via ethernet to my base modem i have n router

sharp lodge
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Mhmm

sterile wigeon
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Base modem also works as a dog shit wifi

sharp lodge
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If is a bad WiFi then that’s the problem

young citrus
honest fern
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Join meshes in blender?

long venture
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atlas your textures too so you can bring down your materials used if you're using more then one across all those seperated meshes

young citrus
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Yeah but how?

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This isnt something I've had to deal with before.

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I dont know how to do that vrcTupCry

long venture
open plinth
young citrus
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yeah I got it set lol

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I had my physbones all good and

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now

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my tail keeps dissapearing

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I'm gonna keep tweaking the avatar tomorrow

compact olive
# young citrus Yeah but how?

In Blender, SHIFT-Clicking object will allow you to select multiple objects.

after doing that, ensure that the last object you clicked on has a yellow outline and press CTRL-J to join. 🙂

ashen valve
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does anyone know why the current sdk is doing this

gusty flame
ashen valve
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i mean not rly, ive updated this exact same project for quest so many times without issue

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ive made like no changes

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if anything the number should go DOWN because i made the textures smaller

gusty flame
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well this time you're just past the limt

ashen valve
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this isnt rly helping me

gusty flame
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the answer either way is to reduce the size of your avatar

honest fern
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You shouldnt even be getting close to 10mb

ashen valve
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chill brah

honest fern
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Guess telling you what you shouldnt do is apparently an attitude

ashen valve
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ok user diven

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itll be okay

gusty flame
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makes popcorn

honest fern
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You got told how to fix it and apparent thats an attitude lmao

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You need to actually go below 10mb not try to get specifically 10mb

ashen valve
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ok dude

gusty flame
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I bet if you hit 10.0000000 it'd be fine 🙂

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... or is it 9.999999999?

honest fern
gusty flame
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yeah - I'm curious what the actual threshold is - is it <= 10 or < 10?

honest fern
gusty flame
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doesn't really matter though, I'm not at this edge.

honest fern
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Like exactly

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Which it why you should aim for under 10 not 10

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Although for a war hammer fan its not surprising they take anything that goes against them even if its just simply giving advice its now suddenly as if its a threat to their entire existence

compact olive
pulsar oasis
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I fear that when I get a gaming laptop and get unity I’ll have these issues, problems too, but there’s ppl here for a reason too tell you yes or no and what too do and what not too do and how to fix stuff and there’s also always tuts (tutorials) but sometimes ppl aren’t visual learners (me) so explaining is better and smart ppl are better at it, I don’t know why I’m yapping about this, i just fear about it cause i enjoy having my own avatar and such Lolssss vrcAevSip

olive grail
pulsar oasis
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Yes yes

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I’ve heard that sometimes it crashes

gusty flame
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I often run Unity on a gaming laptop, it works just fine.

echo shore
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I run it on a crappy laptop and it works too haha

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so does blender

gusty flame
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same. Running both and also a browser I tend to run out of RAM at only 32, but that's no surprise.

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I'm sitting on the couch, sipping coffee, with Unity open on the laptop right now 🙂

gusty flame
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@last remnant there are lots of factors here, but one common one is that blendshapes take up lots of space, so only have the ones you actually need.

last remnant
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can you put that in goo goo ga ga terms for me? I'm so sorry 😭

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This is my first avatar and I'm having alot of trouble please be patient with me, so sorry

gusty flame
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again, there's LOTS of discussion here and tutorials, I can't hold your hand on this, I can just nudge you in the right direction.

last remnant
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bruh

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this is me coming here as a last resort, I've spent 3 days trying to teach myself ts with no help and just what I've seen online, so If you could hold my hand a little bit that would be great

gusty flame
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really can't, I'm working on other things, sorry.

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maybe others can

dawn haven
pulsar oasis
tacit grove
pulsar oasis
subtle mason
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hello, Can someone help me with my model? I made it in Vroid and imported it into VR, but when I try to publish it, it tells me to delete the blueprint, but when I try to delete it, there's nothing there.

gusty flame
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That error is often a side-effect, and the root cause error is above. Paste the first 2-3 error summaries here.

gusty flame
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those are the first ones? all the way at the top of the console?

subtle mason
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I'm completely lost.

gusty flame
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you understand the words "first" and "top", right?

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I'm asking for the first errors in the console window, which are at the top.

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usually the root-cause error is one of the first few.

subtle mason
gusty flame
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I'm sorry, I didn't mention : errors are the red ones

subtle mason
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So these two appear as errors.

gusty flame
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unfortunately, neither of those says anything useful

pulsar shale
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So my question is; are textured added to the avatar download size even if completely unused?

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Because I have every single texture down to a max size of 32 and its STILL not uploading.

honest fern
pulsar shale
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Guess all I can do is atlus the textures.

void saffron
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I'm attempting to get Quest 2 to work with Vive 1.0 Trackers. Is anyone in this chat have it working and running at all?

green oriole
open turret
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Hi! so im stuck trying to upload an avatar for quest, and i've already stripped it to the bare bone and lowered textures to maniacal amounts. however, i cannot for the life of me, get below 24 Mb let alone 10

green oriole
open turret
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is there instructions?

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I have uploaded everytime to check sizes

green oriole
open turret
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i use the evaulator??

open turret
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So I see this, but after deleting a huge chunk of my Blendshapes, it never changes-

green oriole
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Doesn't look like you have enough to really matter though

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That VRAM bit is more notable

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Click show details on it

open turret
open turret
green oriole
green oriole
open turret
green oriole
open turret
green oriole
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If you want an even deeper look on things then the Worldtoolkit addon, that is by default included in VCC, works on avatars too and will tell you everything that is included in the package after you have attempted uploading once (it only updates on trying to upload.)

It is possible you have some animation for swapping materials or just a long animation somewhere that is taking up a lot of space.

green oriole
open turret
green oriole
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In this case I am not sure exactly why it would be that large

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Unless you have like several hundred thousands of triangles then best guess is that it could be included animations in the FBX itself, think you can just exclude them from being imported by selecting it in the asset window and in the inspector disabling importing of animations.

open turret
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Oki. I’ll try that. If that doesn’t work, do you know any methods of lowering the size of the fbx itself?

green oriole
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Removing extra UVMaps, color attributes (attributes in general).
Donno, needing to remove that much from a base fbx has always been fixed by blendshape optimizing in my experience.

open turret
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Alright. Thanks for letting me know! I’ll check the animations and tris!

open turret
gusty flame
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excessive amount of blendshapes is usually the first thing to look at

green oriole
open turret
ruby horizon
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dose anyone have any like really esay ways to optimize avis like a mess compresser, lowring texters ect

honest fern
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This is not a commission server
Go to vrctraders

jovial fox
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Ok

stark dome
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?tag scam

tiny fiberBOT
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Hey ho 👋 I see you're looking for commissions.

You will probably receive DM's or friend requests from scammers now (or later) that will try to offer you their services. 😖

🚫 Absolutely DO NOT engage with those, regardless of how competent they might seem or their excuse to why they contact you.
This is unsafe practice used by scammers, and also breaks this Discord's rules. 👮

If you seek a creator, check out VRCTraders and follow their protocols strictly 🥺
(You will get DM from bot to verify your account upon join.)

🌠 It's extremely important to always DEEPLY investigate the account and social media of the person you plan to commission.
Is their social media linked in Discord? Is it legitimate? Are the references stolen? (Try to reverse image search posts to check.) 👀
The quality of fake profiles out there can be crazy good, be aware of that and NEVER engage with DM or friend requests that originate from the artist.

When in the slightest doubt, do not commission them and contact the moderators of the involved communities. 😱

stark dome
shut wagon
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Was wondering if I could get some help. I was just unable to load into my homeworld, it said that I had too low of memory. Could this possibly be a hardware problem (not enough RAM) or world loading problems due to it being too demanding for Quest? It is a very detailed world for Quest standalone. Any feedback would be greatly appreciated.

fringe locust
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They might be doing an image downloader to squeeze textures in there

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Then u run out of ram cause those textures filled it all up, furality somer had the same issue

shut wagon
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Idk. My Vrc is running fine thou thankfully

fringe locust
shut wagon
graceful escarp
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i’m sure this has been asked countless times but i’ll ask anyway, on my quest all avatars (not all but most) appear in super low quality and are really pixelated any fix for this or nah? also the graphics and stuff also aren’t doing well but i’ve heard that’s just how it is, any help appreciated thanks

graceful escarp
honest fern
graceful escarp
honest fern
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if there is no quest version of the avatar then you literally cant show it

graceful escarp
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oh?

honest fern
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its just there to give you an idea of what the avatar even is

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instead of just being whatever their fallback is

graceful escarp
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no i mean like when i look at avatars 90% of them are in like 180p and are almost like 2D

honest fern
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yes

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again

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thats imposter

honest fern
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you can try force showing people but like
you are on mobile hardware

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you will very quickly run into issues trying to force show everyone

graceful escarp
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no i only wana see people im talking to properly

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idc how others look

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it’s jus annoying when i’m talking to someone and it’s like a few pixels

honest fern
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then set them to force show

graceful escarp
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i feel like an idiot and it’s ok if you don’t have time to explain but

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how do i do that 🥺

honest fern
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have you never clicked on a person with the menu open?

graceful escarp
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i tried to but it didn’t work

honest fern
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gives you a full menu of player specific options

honest fern
graceful escarp
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idk i’m super new i might be doing it wrong, anyway when i manage to does it just appear as an option?

graceful escarp
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oh okay thank you

honest fern
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you can either force show, hide, or shield setting

graceful escarp
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i made it so 20 avatars load and i dont load avatars past 50 metres cuz i thought it’d do something 🙏😭

honest fern
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quest is restricted considering its mobile hardware with not a lot of ram

graceful escarp
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yes it’s very sad

graceful escarp
honest fern
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optimize what exactly?

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but like
worlds and avatars are user generated content?

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like update what?
tell users to make their worlds less laggy for your phone?

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but worlds and avatars are ENTIRELY user uploaded

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vrchat takes no part in it other than updating the sdk for uploading

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and what did you mean then

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cause its up to the world creator to add those settings

unreal pier
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I just give up I’m too tired to explain what I mean

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Like how am I supposed to suggest something if a world creator doesn’t have any feedback boards or anything in the world maybe they did and I missed it

long venture
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i mean if a creator doesnt have a listed way to provide feedback for their content they likely dont want any lurkrat

unreal pier
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Unfortunately

gusty estuary
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Hey guys

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Can someone ban someone frazzle69 ban for forever

solemn flint
gusty flame
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and what does this have to do with quest content optimization?

hushed trellis
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any tips to lower the uncompressed size? I already lowered all the texturs resolutions, also idk if this matters but they are no bones outside of the standard body bones, no physbones were made, the only toggle are a jacket on/off toggle and a hair mat swap toggle (edit: i deleted the toggles now too but nothing is changing the number)

hushed trellis
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I just tried using the vrcquesttools on it and the warning is still there, the number didn’t change

fair moat
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the easiest way is just to lower the texture sizes in the import settings, like 4096 → 2048, 2048 → 1024

hushed trellis
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Im wondering if its a bug with the cc, because no matter how many things I delete or edit, it always says 49.68

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I tried restarting the project and nothing changed

fair moat
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did you rebuild the avi?
the warning is for the last build

hushed trellis
fair moat
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what? in blender?

hushed trellis
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then i upload the new fbx but it wasnt changing the uncompressed size

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I made sure the new version was selected in cc every time I changed it

fair moat
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import settings can be found in Unity. click the textures you're using and check the bottom of the Inspector.

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i’m not sure about blender, but as far as i know, there isn't a specific setting for texture resolution. it least, i've never used one if it exists.

hushed trellis
fair moat
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alright, so you deleted the mesh, is that correct?
unfortunately, deleting the mesh doesn't reduce the uncompressed size.
also if the deleted parts shared the same materials as the remaining parts, the texture size will remain the same.

hushed trellis
fair moat
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ah ok, i think i misread that
then.. hmm

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ok, so how many textures does the avatar have?

hushed trellis
fair moat
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hmm, weird...

hushed trellis
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Are there other things besides textures that can be adding to uncompressed size?

long venture
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Thry's avatar performance tool can tell you whats taking up the most space on the model

astral bear
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im so confused what is causing the build failing

gusty flame
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Look in your Avatar Descriptor, probably the main menu slot has a bad value in it

astral bear
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yea idk atp

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this the only thing i see now

gusty flame
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check the alerts in the build stats window then

steady sleet
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What am I missing to do here? I tried to lower the textures as much as I could.

gusty flame
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oh you're doing this in two places. Don't.

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Textures aren't the only things, also "the texture" implies one - do you only have one?

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check mesh sizes too. Thry's avatar performance tools can help.

steady sleet
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Mess sizes

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Where can I find the mesh sizes?

gusty flame
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do you know what a mesh is?

steady sleet
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No

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I’m very new doing something complex and I’m trying as hard as I can

gusty flame
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it's the part of your model you see. Large mesh, many faces, can take up space. But usually it's excess shape keys, each one stores positions of each vertex, so it adds up fast.

steady sleet
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What would I need to type in to find it?

gusty flame
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find what?

steady sleet
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The things that are mesh

gusty flame
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objects with a Mesh Renderer or Skinned Mesh Renderer component in Unity

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but you can't see the size there anyway

steady sleet
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O

gusty flame
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I suggested Thry's performance tool already, that's what I would use if I wanted to find the size of my mesh objects.

steady sleet
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Could it be from how complex the avatar is as well?

gusty flame
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absolutely

steady sleet
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It is a Xenomorph

gusty flame
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if you say so

steady sleet
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And I realise fixing a broken avatar is hard, especially since I don’t have a skill for it but I’m trying to and I have to

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I’m going through every file that I can compress that will let me compress it

gusty flame
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actually using compression on textures is not the answer here, and it will cause lag when people load your avatar.

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and it only changes the compressed size, not uncompressed size (which is limited to 40MB)

steady sleet
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O

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Does that mean I’d have to remove something from this avatar?

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Because I would not know what to remove without breaking it

gusty flame
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I have no idea what you have now so I can't really suggest that with no information.
But if you have "lots of stuff" - sure? maybe?

steady sleet
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I’ve had that even add the animation thing to it

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The avatar is called zealot DKD xenoserg

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I lowered it by 2 MB

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😕

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Does this mean I’m getting closer to fixing it?

gusty flame
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but yes, it does.

steady sleet
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I did it

keen bramble
gusty flame
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Yes, I should have been specific, thanks

gusty flame
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also don't ping me for help, I don't work here.

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dude, chill, I'm doing other things, optimize your stuff

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read scrollback here, it's been discussed

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oh, seems you've been told that already too

mild prawn
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you make it smaller

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depending on how high you can go, change the compression

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for example, here is an avi on medium & high mesh compression:

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^

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so, you select the mesh, you then go to the inspector, down to the meshes part, select the dropdown menu and chose the compression you want, then scroll down and press apply

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what

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no cuz its gonna use mu unity and in doing something rn

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its really just three mouse clicks

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you select your .fbx, you go on the inspector tab, and in the dropdown menu for mesh compresion you select the type (none, low, medium, high), then you apply the changes and wait for your pc to do the work

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no

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thats a prefab

gusty flame
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er

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why is that a prefab.

mild prawn
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send a picture of the asset bar

gusty flame
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oh so it's a rip.

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uh huh.

mild prawn
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doesnt have to be a rip i've had the same when i modify some avis

gusty flame
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which avatar is it?

mild prawn
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anyways can you share you asset bar dr nil

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go to mesh or avatar probably in one or both

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or search fbx

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hu

gusty flame
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Typical folder structure from a ripped avatar there.

mild prawn
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go back to your prefab and double click it

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yeah great

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now look at the inspector tab

ashen current
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wtf

mild prawn
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no

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on the left press some menu any as long as its like a shirt or something

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then on the left look at the mesh, where it points at

mild prawn
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damn wtf is that name

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anyways so press it so it can open in the asset bar on the bottom

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wait a second

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is that an SS officer avatar?

gusty flame
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...

mild prawn
gusty flame
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ripped and hate content, fun.

mild prawn
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alright well ill still show you how to compress stuff, but please dont use ss stuff

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its just lame

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anyways did you press

mild prawn
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press this

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uuuh idk man your pfp aint really helping...

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alright what does it show

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give me a second i have to open one on my side

gusty flame
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Yeah - profile pic is an SS officer too

mild prawn
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ye.... nothing they do can help them about not knowing the avi was ss

gusty flame
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I can't imagine they don't know, with that profile pic

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Rule #2 yo

mild prawn
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ill still show them how to compres, but i hope they change ways

gusty flame
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oh I'm not

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but feel free.

mild prawn
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@twilit blaze press the mesh icon not the name

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alright just wait for my pc to cooperate with me im stuck on a loading

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there should be a button or somethign to press and it selects the mesh in your asset browser

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try finding it

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yo silly guy @twilit blaze press the mesh this should appear

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in the asset folder

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after pressing body, it appeared in my asset thingy

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do the same

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and quick cuz i wana finish this to go to sleep

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im tired ima go to sleep

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follow the unity doc

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silly boi @twilit blaze

rustic onyx
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this channel bro

gusty flame
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one of the channels of all time?

ember lark
#

um can someone help me with my vrc model because I asked someone that modified my model to make it quest compatible they said they did but I paid someone to upload it which they did and here's what it told me when I logged in to check yesterday morning

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idk if someone can help me

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idk if this is the right place tbh

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probably not

long venture
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#avatar-help is prolly a better spot to ask but if its uploaded to your own account that looks like it didnt pass the security check/got flagged by it

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if its uploaded to someone elses and you've cloned/favourited it then it's was either privated or removed

ember lark
low crag
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hello i need person from poland to help with optimalization meta gest 3 vr

ivory blade
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hi

trail coyote
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So, since the fifth, I've been having issues getting into VRChat. Is anyone else having this issue?

gusty flame
livid bridge
#

“My friend got a dermal piercing about two weeks ago and wants to play VR on the Oculus Quest 2, but it hurts or feels uncomfortable when wearing the headset. Is there anything she can do to make it more comfortable? Any tips or tricks?”

fickle grotto
#

Someone trying out a bot script?

soft bobcat
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I need to shave 1gb off my avi twt
how can I

long venture
soft bobcat
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oki ty

split kettle
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Has anyone created a utility for swapping materials with mobile compatible variants? It’s such a hassle having to swap everything over whenever I want to test a world on quest.

split kettle
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Nevermind, Ive been made aware of EasyQuestSwitch

plucky tusk
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If I'm using wired connection with my Quest 2, do I still need Horizon Link app running even though I'm using SteamVR? I'm trying to up my performance but I'm new to this VR thing...

terse frigate
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if you use Steam VR, you don't need the Horizion Link app at all.

green oriole
# plucky tusk If I'm using wired connection with my Quest 2, do I still need Horizon Link app ...

The only way to use your headset wired to your computer is with the Horizon Link app, which is decreasing your performance by 10-15%.
So, yes, you do need it.
-# There is one other way but it sometimes doesn't work because of Quest updates and is a bit technical to setup.

I would suggest trying to make wireless work better, Steam Link or Virtual Desktop.
All you really need is that your computer is wired to your wifi router, that the router supports 5Ghz (means it is quick) and that your headset isn't too far away from the wifi.

plucky tusk
terse frigate
plucky tusk
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fair. I try to use wired due to my router not having best signal strength lol

terse frigate
#

Mack seems to know about wired, listen to him

green oriole
terse frigate
green oriole
plucky tusk
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I noticed that I'm opening VRChat and no matter how I open, steamVR opens together with it. Is there a chance to make it run only on Meta software then as Meta + SteamVR does kill some bit of performance?

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I am running Oculus Link Cable fyi.

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And Meta software is set as OpenXR Runtime.

green oriole
green oriole
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It uses OpenVR on SteamVR and whatever the Oculus SDK is called (if not exactly that) on the Meta PC app store

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If you want full body tracking (excluding OSC trackers which does still work) or overlays then you have to use SteamVR though.

gusty flame
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I'd bet if you uninstalled all of the Meta stuff, used Steam and ALVR, you'd have better performance 🙂

plucky tusk
gusty flame
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that would surprise me, you don't need any of that if you use SteamLink or Virtual Desktop.

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maybe ALVR ditched the USB connection though? I know I did try it at one point in the past.

tender nest
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hey, so i want to shrink this avatar download size from 47 MB to 10 for vrchat

long venture
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stuff like texture resolution, removing unused blendshapes are the easiest ways to cut down on model size generally and can be done in unity but most other ways require some blender work

tender nest
#

i dont want to use the quest version of this avatar, as it just looks blocky and looks worse than the now deleted public avi

long venture
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Okay?

tender nest
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What does the plug-in show up as?

tender nest
long venture
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after its added in VCC it'll show up as its own tab beside the VRCSDK

tender nest
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Alright what do I click next

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VRAM or Evaluator

long venture
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VRAM'll show you your stats just drag your model in the heirarchy into its dropbox

tender nest
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It shows the blocked mouse cursor, I cant drag it in

long venture
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hrmm... then hit the little circle and manually find your model that way

tender nest
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Is it just the model without the textures?

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I just want to reduce my download size for me

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I thought thats what this did

long venture
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that doesnt manually reduce sizing it tells you your model's stats so you can go and optimize it yourself rather then you trying to fix stuff that's already fine

tender nest
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Ugghh

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Ok

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Sure

long venture
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you'd be looking for something like Poly tool to do manual work but its a paid program

tender nest
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How do I optimize this

long venture
tender nest
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Do i just send over the unity package

long venture
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no???

tender nest
#

How do I get you to know what im working with then

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Im a newbie to unity

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I dont know how to do any of this

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I have EasyQuestSwitch on, why isn't it replacing the poiyomi texture

long venture
#

im not here to hand-hold or do the work for you, nor is sharing your model likely allowed. ive shown you the tool that'd give you that answer though it seems like either somethings changed with the program since last used it or theres an issue with your project/model im not sure but this video is a good overview on how the script works: https://www.youtube.com/watch?v=0Nm7I-kCL6Y

Mindpoint Summit (MPSM) (c) 2023

This tutorial is a simple way to install Thry's performance tools using the creator companion. Then how you can quickly open it up in Unity with the top toolbar and quickly get stated using it.

▶ Play video
#

i also have 0 knowledge with easyquestswitch so idk

hasty citrus
#

I kinda forgot to do that for quest... but if you have a lot of menu icons, they still take up space :)

Before After
D: 3.19MB 2.8MB
VRAM: 6.5MB 6.07MB
UC: 15.49MB 14.38MB

#

I made sure that they are all compressed with 12x12 instead of the default 6x6

#

got my size down for free basically

#

all 128x128 ofc

last pelican
#

Question - if I want to wire into my pc with my meta quest 3, is meta link or alvr better to use or should I just stick to using steam vr?

green oriole
last pelican
#

OK thank you!

lyric pewter
#

I seen that hack a million times

silver brook
#

lets chat here bc the clanka is fukin anoying

silver brook
#

nvm

patent anchor
#

LoL

crude fable
#

How do i make vrc run smoother on quest?

autumn heart
gusty flame
crude fable
gusty flame
#

Sorry, didn't mean to imply that was the absolute fix, just that it's one of many factors.

crude fable
#

I want there to be no lag man

#

Why doesn't it work for me?

autumn heart
#

How bout your internet speed?

crude fable
#

It's fast

autumn heart
#

I mostly one stand alone quest this past month, I dont experience consist lag or lag spikes or fps drops.

As long as im on a less crowded worlds

#

If you go like worlds that has more than 7 or 8 players.

You'll eventually start lagging and experiencing frame drop

#

Try setting up your graphic setting to medium, sometimes putting it to low can also mess up the game for some reason.

gusty flame
#

I wouldn't think internet speed would be a major factor, it's usually other players

autumn heart
#

Sometimes it does, for me mainly.

Cuz I have a crappy internet which is sucks.

Bcuz of it I cannot connect my vr to steam link anymore .

Which that is a different issue

autumn heart
#

Try going less crowded instances see if there's any difference than the usual ones you go.

#

If it still didn't help!

Im sorry but that's all the ideas i can get.

#

Besides cleaning the storage of your Quest

hasty citrus
#

I managed to reduce one material (from 2 to 1) on my quest/ios model.
My VRAM usage went up slightly as well as the size of the mesh.

Before i used a second material to make my latex warmers on my avatar. This gave me the ability to just material swap, which meant i now had Atlas + Latex material on my avatar.
Instead i used texture packed maps together with the vertex paint for where the latex should be :)
https://blackwolfwoof.com/s/ysbsT2Nz4CFpYAr/preview

#

-# The black layer is the vertex paint

#

I wish i could also use vertex paint for some of the masks, but yea

cursive folio
#

Can someone make a avatar for me

gusty flame
solemn flint
# crude fable I don't have that option

The XR2 gen 2 can only do so much
the quest 3 is more usually to be fast when in a lobby with smaller player counts
Knowing i use a quest 3, we kinda just have to suffer with the fact that we lag more often
Plus avatars can be a hit or miss soo yeah

fierce spade
#

I have a quest 2 and always when i get on vrchat it says low memory and halve the avis aren't loading in, can someone help me fix that or is this normal?

gusty flame
#

Yes, there's not much memory available in there and avatars can easily fill it

hasty anvil
#

Can anyone help I’m going through a problem I can’t add people though meta only a certain few I have ran into. me and my girl want to play with each other on meta but we can’t I search for her name it’s there but no add button and when I message only a ! In a red circle

gusty flame
terse frigate
# fierce spade I have a quest 2 and always when i get on vrchat it says low memory and halve th...

you should configure your safety settings and set your shield level to custom. Then, turn off avatars, emoji, stickers, and such for every trust rank except friends. you can keep voice on for all the trust ranks but basically everything else can be off for visitor - trusted. Especially if you are playing on quest 2 you don't want to be loading all the avatars in a lobby. There is also avatar culling, set that to a number 10m or lower. Under prints set them to friends only or off.

#

as a quest user, you can enable the avatar of the person you are talking to by clicking on them and clicking the eyeball under avatar display, but remember to set the avatar back to off or shield after you are done talking to them.

terse frigate
fierce spade
#

Yea

gusty estuary
#

Yo

craggy bear
#

Yee

full kraken
#

hi

sacred crow
sacred crow
full kraken
#

thanks

hasty wagon
#

wow

#

Okay

#

Explain

#

I wanna do that with mine

gusty flame
#

aand I failed to reply

regal cloak
steep spindle
# fierce spade I have a quest 2 and always when i get on vrchat it says low memory and halve th...

You’re in luck:

“Just in time for the weekend, here's a small Quest-only hotfix to help with low memory issues on Quest 2.

2026.1.3p2, build 1821 pulls a few levers to create more headroom for content and avoid memory-related disconnects and crashes.

Changes & Fixes

  • Anti-aliasing on Quest 2 devices has been changed from MSAA 4x to 2x.
    • Object edges will look a bit "crispier" now, but this change alone frees up 210 MB of system RAM.
  • Optimized a handful of menu textures as well.”

In theory that’s enough to load an extra 5 avatars.

steep spindle
#

I personally think that it should be 2x for all of standalone. The visual really isn’t that different and the performance is almost always a bigger problem. I’m glad that it’s at least done for quest 2.

There was a (I believe accidental) very brief update about 2 years ago that gave quest users the ability to view and change the full list of settings like PC. I, on my quest 2, immediately set mine all to low (and they stayed on low even after the patch- I had half lod bias), I thought it would just reduce my lod bias and not too much else, but now that this has my mind on MSAA, I believe low overall settings also force it to 2x (or 0x- whichever one). That completely explains to me why I crashed literally only like 20-30% of the time compared to my friends. It was always confusing to me, because I didn’t expect just lod bias, which usually doesn’t get used, and some other small stuff would give such crash resistance. But if it had also changed my MSAA, and the difference of 4x and 2x is 210MBs of more ram, now it makes total sense to me, the mystery of my unkillable quest 2 from 2 years ago is solved in my mind.

#

Quest 3 also has 30% more resolution, so the gains would be even larger if changed on all of standalone.

steep spindle
#

I truly think it would be worth it. Everyone talks performance, 99.5% more than anyone talk about edges looking jagged, or thin emissive objects flickering. Just having 2x in the first place already solves a huge percentage of the visual problems.

gusty flame
#

this channel is about content creation, not runtime issues.

deep jacinth
#

Why is the quest 2 so unoptimized when it comes to running vrchat

#

I run every other game smoothly

#

But vrchat has a fucking problem with me 😭

gusty flame
#

Is your avatar Very Poor?

deep jacinth
#

No

#

It's not

gusty flame
#

That's a good start.

green oriole
hazy hornet
#

im trying to upload an avatar to quest, switched the shaders and unlocked them and tried idk what to do

hasty citrus
#

I personally use toon standard as mobile shader

hazy hornet
#

theyre unlocked but im having errors and i dont know how to fix them

noble zephyr
#

Is there a limit to rotation constraints?

gusty flame
rain compass
#

How do I combine materials in unity

honest fern
#

you dont

#

you do that in blender

gusty flame
#

you'd think these images would be able to be auto-filtered by now.

hasty citrus
gusty flame
#

I've lost count how many of those I've reported to them now

stark dome
#

they need OCR based picture detection to deal with it.
1 of friend's bot manage to detect it that way.

quartz oracle
#

I have a question what happened to VR chat???

green oriole
gusty flame
#

that's not a question about quest optimization though

quartz oracle
#

@green oriole thank you for telling me cuz I just got confused

quartz oracle
#

Are the servers acting up again

gusty flame
untold violet
#

Does anyone have tips on how I can dynamically create a texture atlas for 200 textures? (I have 200+ images for each song and I need to be able to change them every month) If I disable my song triggers, with my baked lighting and batched meshes I can easily get under 50 draw calls and with occlusion culling <50k polys

slow plover
kind crest
#

I don’t know how to dynamically do it. But if you want help I can make you a new texture map/atlas

slow plover
#

Setting up UVs will have to be seperate though.

untold violet
kind crest
#

Nice

slow plover
#

There's a lot of other stuff to check. Shaders, texture sizes, etc.

untold violet
#

And btw, I built this to Go (without the custom scripts) and can run it at 72fps with 1.2 SS

#

Yep Mobile/Unlit or Unlit/Texture only

deft schooner
#

I was testing out my church and I'm on to 700K+ poly's 😢

untold violet
#

decimate x1000 @deft schooner

deft schooner
#

Might have to finally make that Lag Free Box Church

untold violet
#

lol

slow plover
#

You can have low poly worlds that look pretty amazing 😃

civic summit
#

PS1 throwbacks ayy

deft schooner
#

The Official Quest of Marriage - Coming soon.

slow plover
#

Considering that most PS1 games targeted 20k polys in a single viewport and we're saying that you should aim for 50k for just a world, you've got quite a bit more room than that 😛

#

Plus normal maps, specular...

#

Lightmapping, etc

civic summit
#

Hey optimization and nostalgia > Actual limits

untold violet
#

I tried a couple of games on Quest back at OC5 and they looked pretty good. And i've seen some really good stuff on Go so it's definitely possible

violet ermine
#

In general: Mobile devices can handle a lot of triangles: But everything has a cost. Having less triangles means more headroom for avatars and other features

slow plover
#

I think a key part of all this is that your initial design and "style" should scale to low-fi optimization. Lots of amazing looking games are actually pretty light on technical complexity

civic summit
#

Btw the 10 people in a room is that a soft-cap or hard-cap?

slow plover
#

Firewatch is a good example of that

#

that's a recommendation, like the rest of the thigns on that list

civic summit
#

Oh yes Firewatch was beautiful for what it was

#

Alright, so it's more soft-caps than actual limits

pulsar stag
#

I can't imagine 10 being enforced, there's a lot of popular worlds that are gonna want to be brought to quest with higher player caps

untold violet
#

Is it fair to say your recommended numbers are conservative? I remember Oculus saying the suggested draw call limit for Go was 200.

pulsar stag
#

gotta stress optimization even moreso

slow plover
#

Our recommendations are based on a lot of sources and internal testing

deft schooner
#

Wonder what the pug will look like on the quest if it works well? Imagine if the minecraft version was the popular version on there xD

slow plover
#

I would aim for them and don't think "oh they just said this to keep perf high"

#

The minecraft version is actually significantly less optimized than the actual pug 🤔

sinful hare
#

Some of the limits seem to be because Quest literally doesn't have the storage space for a bunch of avatars

civic summit
#

Yeyeah ofc, was just wondering if it was actual hard-caps or you can go slightly above.

slow plover
#

@sinful hare Less storage space, more worried about memory usage.

untold violet
#

Ok 👍 and with your recommendations if there is a world at the highest end of your specs and 10 avatars at the top end is that still expected to run at 72fps?

sinful hare
#

Okay, that was the impression I got from the deck you guys made

slow plover
#

@untold violet Don't know, depends on the exact setup and the avatars that users are wearing. Lots of unknowns right now, we just wanna get people started.

waxen nimbus
#

i really hope over 10 can be figured out

untold violet
#

@waxen nimbus I would take 72fps any day over more people

sinful hare
#

I tend to spend my weekends the opposite

wooden quail
#

No @slow plover, The Big Pig always pulls higher framecounts due to its lack of realtime lighting systems.

sinful hare
#

Large groups, low frames

slow plover
#

@wooden quail ohh I was only looking at material counts when I looked

#

makes sense

wooden quail
#

Material counts are high, but they are instanced. So, 🤷

#

The building itself only has 5 unique materials.

violet ermine
#

Yeah, Static Batching and Dynamic batching help with performace a ton. Keep an eye out for the triangle count and vertex attritutes.

#

So if you have Vert position, Normal, UV0, UV1 and Tangent . . . you're down to only 180 verts

craggy marsh
#

You should be enabling GPU Instancing on all of your materials.
But instancing not supported for skinned mesh renderers 🤔

violet ermine
marble stratus
#

And instancing might not get activated for transparent objects due to sorting. (Since we cant manually call DrawInstanced)

slow plover
#

You should be really, really, really careful with transparency

pulsar stag
#

transparency is already hell on PC

violet ermine
#

It's referred to as overdraw or Alpha Fill rate

#

Basically, avoid having transparent objects fill up a lot of your view. It's generally okay to have them in the distance, like having clouds moving overhead.

marble stratus
#

Yup, overdraw on close objects matters even on pc due to VR resolutions

violet ermine
#

this ^ even one triangle that's semi-transparent . . . but fills up your entire view is bad

bright leaf
#

transparancy is the bane of my existance with world building. >.> stupid foliage

blazing crescent
#

@bright leaf For PC, not for Quest more than likely, you can optimize foliage quite a bit by doing a depth prepass.

Basically a pass that writes nothing but depth, and uses a very small low res texture to clip with.

You then in the actual pass with your lighting, etc, only write if the depth is equal. This removes 99% of overdraw. A lot of AAA games use it for foliage, and I believe Unity's grass shader for terrain does as well.

#

Doesn't stop foliage from lagging you entirely, but it definitely helps.

bright leaf
#

i'll have to look into that

pulsar stag
#

what if

#

instead of alpha blending, we do noise-dithered cutout

#

in the texture itself

#

and use a regular cutout shader

regal summit
#

^ That's a really cool idea. I wonder if mipmapping will mess things up for you at a distance

#

though you could disable mipmapping and accept it being noisy

pulsar stag
#

embrace the noise

lament drum
humble canyon
#

that does not look like it generates suitable at all topology at all the first one

#

looking at the second one all of the reviews from the past year says they don't work on the current version

tribal tartan
#

if good LOD could be automated

#

it would already be

lament drum
#

Indeed it looks like the second one might have some issues, but It can still create the meshes and texture atlases needed to optimize the assets. You would just have to do it on an older version and then export it and import it into the VRChat project.

humble canyon
#

it's okay prosthetic low priority props automated LOD but not good for animated character models at the viewing distances we need

#

yes but we'd have to see what's topology its output

#

as if it looks anything like the first one it's unusable

#

as it butchered the eye Edge Loop and probably the Edge Loop mouth

#

an example of how a low poly face should probably look topology wise

#

so you can have proper mouth animation

lament drum
#

yeah thats always the hardest thing when it comes to automated systems. it doesnt take anumations in mind. for that you'll need to get in there and adjust it

humble canyon
#

seems like you might be better off someone making base for anime characters at the correct polygon density so you're not Reinventing the wheel considering how similar hands and feet and faces are considering it's mostly hair and clothing that's custom

dire rivet
#

30 FPS on the Oculus GO for my world with mirror on and 2 people. Guess I did things right

tribal tartan
#

you're not counting the music audiosource, animation controllers, props and avatar pedestals.

waxen nimbus
#

posted this in worlds but it deserves posting here too, seems like a nice open source texture atlaser

#

also found this free one from unity, not sure how good it works

swift sky
#

it's worth a try

sharp zinc
#

i i am

#

meme

#

XD

regal summit
#

MA Atlasser writes to obj so it doesn't support all mesh features but should get the job done.

patent mist
#

Mesh Baker free seems to work also

#

Oh wait I’m in the quest channel. Should still work though

tribal tartan
#

at the end of the day the main big difference between quest and pc dev is just the platform you compile assets for and the max numbers, so tools for pc dev should work for quest fine

swift sky
#

pretty sure you might have some errors opening your Quest optimized world on the Oculus Go build

lone hawk
#

so according to oculus' guidelines for mobile development you should aim for a maximum of 150,000 triangles in a scene. assuming the average quest avatar will have a maximum of 5,000 triangles, a world with about 30,000 triangles could fit a grand total of 24 people. but that obviously doesn't take into account unique materials or all the spatialized audio and the IK systems. is this an accurate assesssment? could an extremely low poly world push maybe 15 people without too much lag?

left holly
#

I wonder how much triangle my worl have never really check. Probably around 10k max

#

But i put shader that move on some surface. So it might not work for quest

waxen nimbus
#

I'm not sure if the 150,000 number applies to the Quest, isn't that number for the Go?

lone hawk
#

Yes. The quest would theoretically be even higher

white surge
#

It's probably so low for VRChat since it's already such a CPU intensive game

primal rock
#

From my experience, removing shadows and avoiding mesh colliders will make your world really fast. I don't even bother with occlusion or baked lights

ebon spade
#

You should definitely bake your lights.

#

But

#

Well generally a realtime directional light will just add a bit of overhead by itself @primal rock

primal rock
#

I only have the default direcitonal light. If I bake that, won't avatars be completely black?

ebon spade
#

But in terms of drawcalls, a realtime directional light with no shadows won't be adding any drawcalls. Apparently the Forward Base pass can handle up to one realtime directional light

#

No, not if you add light probes

#

But if you have a scene with just a shadowless realtime light, baking the lights will probably increase quality without impacting performance too much

primal rock
#

It's possible to have a world with no light sources like that?

ebon spade
#

Yeah, a lot of worlds in this game are baked-only. No realtime lights.

#

Light probes add light to non-static objects

primal rock
#

So they affect avatars, interesting. Aren't they lights by themselves then?

ebon spade
#

Well, Unity feeds data to the shader based on light probe information

#

Generally a shader will just get the ambient color, and light probes will change what the shader gets to be more accurate.

#

Or they use specific functions, I haven't delved too much into the specific functions myself yet

primal rock
#

I'm happy with this world though, I can spawn 200 objects, turn on the mirror, and then reflect myself and those objects and still get 90 fps on min specs. I have yet to see another world run that well for me. And cool, I should read up on that! Would be interesting to have a scene with no light. Is there a way to tell it "just make everything 100% lit, don't bother calculating any shadows"?

ebon spade
#

No idea, probably by turning up the ambient lighting or using a shadowless directional/spot light?

#

Baked-only setups are pretty good for this game as they make sure the lighting doesn't have to be recalculated every frame

#

And baking your lights also makes the world look better

lone hawk
#

if you set the ambient light color to white it would work, but you should seriously just do baked lighting with baked shadows and light probes because it is virtually the same performance-wise but looks way better.

slow plover
#

@primal rock I'd suggest looking into Light Probes and how to set them up for Unity. Basically, you pre-calculate the direction, intensity, and color of various locations on the map. When presented with Light Probes, shaders that use them (basically any surface shader with a lighting pass) will apply those properties to the avatar. It will also blend between them based on your position. It is fairly easy to do, and is a huge performance boost.

#

However, you can't have shadows without doing real-time lights, which is why very few mobile VR applications do real-time shadows. Some do "blobs" or etc which are really just a projected texture or some similar technique.

lone hawk
#

you can also do projected texture flashlights for horror maps

primal rock
#

Thanks Tupper, I will look into it! Gotta go fast!

spring ibex
#

how is body tracking gonna work on the qurst

#

if it has no tracker

#

s

amber sleet
#

With great effort

ebon spade
#

You can't, of course. @spring ibex

#

I don't see full body tracking happening on the Quest

lone hawk
#

well there is one way to do fullbody tracking with inside out tracking

#

but it would have to be the ultrasonic positional tracking and the quest uses cameras

spring ibex
#

wait so how would my avatar look if i'm sat on the floor irl

ebon spade
#

The same as it normally does in the current desktop version? @spring ibex

#

The game tracks your headset and controller positions and applies IK to "guess" or estimate your IRL body's position

#

With SteamVR-supported trackers, you can also track the hips and possibly feet. Obviously, that isn't gonna work on the Quest version of the game.

spring ibex
#

Would the estimations be able to render my avatar while I'm lying down, for example

#

Or would it end up looking like a crouch

ebon spade
#

It will end up looking like a crouch

#

It pretty much only has your head position to work with

spring ibex
#

Isn't it possible to set up a prone animation for an avatar

#

Instead of a crouch animation

#

Like for example the animation triggers when the cameras on the side can see the floor

#

10cm for example

#

away

ebon spade
#

Yeah, prone already happens

sharp zinc
#

you just said

#

that lying on the floor

#

only triggers a crouch animation

ebon spade
#

Well it triggers a proning animation

#

But it's a little janky, doesn't track very well

#

And also won't work if you lay down on your bed. You pretty much have to put your headset on the floor @sharp zinc

#

It doesn't track your whole body, it just assumes you're laying

sharp zinc
#

fair enough

#

I screwed my avatar up then

#

back to the drawing board with meat

sharp zinc
#

The Quest will most likely produce the same result the Windows Mixed Reality headsets produce when put on a table or the floor. They both have controllers and both use inside out tracking.

#

the only difference would occur if they had different animations in the differnt versions of vrchat

#

i've used an oculus rift, an htc vive, and a windows mixed reality headset, and they all look the same when put on the floor on vrchat

#

it all depends on the difference in height between where you put your controllers and your headset. also adjusting your floor height wrong will mess the lying down animation up because it will always think your above the ground

#

at least on outside in tracking

#

on the quest/wmr inside out tracking i remember floor height still being an issue

north willow
#

Please take that discussion to another channel. This is not a place to discuss the pros and cons of the hardware.

sharp zinc
#

sorry i was just answering a question.

#

that was asked this past sunday

north willow
#

👍

dire rivet
hexed grove
#

is there a way to tiling textures within an atlas?

digital thistle
#

Would probably need a specific shader to do that

patent mist
#

@hexed grove you can tile to some extent but ive ran into issues when tiling more then 5 times

#

Actually im wrong. i didnt tile i modified uv's.

#

So tiling should work will just make atlas bigger

#

astleast what mesh bake docs say

#

But it depends on what tyour using to atlas

#

Since i use mesh baker it say in doc's "If a material uses tiling then that tiling will be baked into the atlas up to the “maximum tiling bake size”."

left holly
#

Great for the may discound vrcfrown

rare apex
#

Pretty hard to tile within an atlas unless the atlas is very big... Which should not be the case on quest

#

Let's say you have a 1024x1024 texture, I'd reserve areas as big as 256*256 to the texture you want to tile, sacrifying a bit of the quality

#

Then I'd split the area you need to tile, e.g. a wide ground, into various squares and map the UVs to the 256*256 square you reserved

#

Adding a new material is going to be slower than adding some more polygons for tiling

slate cradle
#

Quest can’t do full body but PC users can and quest users need to see it properly - make sure quest versions of avatars are full body fixed 😛

safe fiber
#

Could Quest users Link their Account With Steam or annything?

patent mist
#

Realsiticly you should have your steam account linked to your vrchat account

#

unless you wanted 2 separate accounts

rare apex
#

Yeah you should link it to the VRChat account

safe fiber
#

Awesome,Thanks!

sharp zinc
#

does image size next to the 1024x1024 mater, png or jpg etc?. looking forward to my key for roly poly fat fat avatar

tribal tartan
#

make sure to generate mipmaps, crunch compression can help, mitchell scaling is much better than bilinear for most atlased avatars. if you wanna go a step further you can bypass Unity's own mipmaps, and bake them in yourself by converting your PNG to a DDS texture, Unity already does that on it's own, but if you want specific scaling for mipmaps it's useful.

sharp zinc
#

@tribal tartan thanks alot!

ebon spade
#

DDS imports with the wrong colors and it sucks

#

Washed out

tribal tartan
#

oh, f

rare apex
#

If you aren't going to edit Mipmaps, you can still use any format you want, JPG, PNG, PSD...

#

Unity will still convert it internally so no big issue

ebon spade
#

There's rarely a reason to use DDS yourself unless you know absolutely sure what you're doing

sharp zinc
#

is there a way to merge eyeblink with extra face expresiobs and main animator which not on the body into one for quest

ebon spade
#

Yeah, put it in the idle animation

sharp zinc
#

thanks!!

#

in the animator controller or costum over ride controller?

ebon spade
#

The custom override controller

#

Custom Standing Anims

#

The animator controller doesn't matter

sharp zinc
#

@ebon spade does that stil work? the legacy animations

ebon spade
#

No, legacy doesn't work

#

Bake it all into the idle animation

sharp zinc
#

@ebon spade how to do that? soundsvery intresting

#

do they not recomade against costum over ridecontrolers for quest/default avatar submision?

ebon spade
#

For default avatars then yes, but that mostly seems to apply to gestures. Custom idle movement is probably fine, but don't put too many bones into tails or ears

sharp zinc
#

any tips how animation baking works

ebon spade
#

You make an idle animation yourself using one of various Unity or Blender animation tutorials

#

Make sure to incorporate the blinking and other movements that you want

sharp zinc
#

thanks

sharp zinc
#

did do cats , that worked to

exotic mesa
#

Trying to use the atlas generation feature in CATS. Installed the additional plugin it requires but now I'm prompted with "Installation complete! Please restart blender", after restarting it still says the same. Restarted it multiple times now.
Anyone else had this?

slow plover
#

Try running Blender as an admin, that usually fixes it for me.

exotic mesa
#

I'm actually using Blender in a mac, I don't think it has run as admin. Thanks anyway

calm mauve
#

@exotic mesa I encountered the same issue trying to use CATS on Linux. I think either CATS or the Material Combiner addon are just only compatible with Windows.

exotic mesa
#

I just tried it on windows and it works

#

👌

north willow
#

I would report that to the CATS author. It may not be a big deal to fix if it just needs to be smarter about checking it's install path or something

exotic mesa
#

By the way I fixed it on mac. Gotta install pip and then use pip to install Pillow in Blender's python environment

north willow
#

Oh yeah! 👍

copper zinc
#

@exotic mesa I've had the same problem on Mac, my work around was remoting to my desktop for atlasing lol. Interested in your solution though

exotic mesa
#

It wasn't hard after I found out what was the problem, to do it:
https://blender.stackexchange.com/questions/56011/how-to-install-pip-for-blenders-bundled-python
Follow the instructions in the first answer, then instead of 'install scipy' do 'install Pillow'

slate cradle
#

So idol animations do work on the quest, someone was telling me yesterday that the animation over rider doesn’t work on quest

tribal tartan
#

animation overrides work on quest, you can see all that's disabled here https://docs.vrchat.com/docs/quest-content-optimization

dapper chasm
#

Yeah @slate cradle my info was a little older and wrong. Sorry

slate cradle
#

Still not sure about hand triggered animations but idle is there. I suspect props work too just no audio allowed

#

Most quest avatars I see use no props at all and I think quest users are missing out if they are possible

floral crow
#

@tribal tartan proof that animation overrides work on quest?

tribal tartan
#

I havent used them myself yet...

floral crow
#

Like I can have custom emote animations?

#

I tend to put alot of Fortnite emotes

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in my avatars

tribal tartan
#

fortnite dances should work fine, but you wont have music on quest

floral crow
#

Because they're better alternatives to the current ones provided by vrchat

#

I am not adding music

tribal tartan
#

yeah, animation overrides work

#

you can only have one animator tho

#

so you cant do nested animations, like a gun with a trigger

floral crow
#

What part of the Quest content optimization that says anything about animation override?

tribal tartan
#

none, hence why you can use it

floral crow
#

Oh, I see

rare apex
#

Yeah yesterday I met a guy (on Quest) with some facial animation made with overrides, you can do it no problem

floral crow
#

Can't really do facial animations since nearly everything's scuffed

rare apex
#

Eh well that depends on the model anyways

floral crow
#

But I deffo putting emotes

#

Depends, indeed lol

rare apex
#

XD

#

On a side note, we visited a room with some anime cross-platform avatars

floral crow
#

Rare

rare apex
#

And unfortunately they were basically the original MMD avatars, with automatic decimation

floral crow
#

oof

rare apex
#

They looked terrible on Quest because there was basically no work whatsoever from the creator

floral crow
#

I am mostly using League avatars rn

rare apex
#

Missing triangles, broken rigging, deformed mesh on many points, no visemes

floral crow
#

That's why I don't use mmd

#

for Quest

rare apex
#

I really hope creators will put some effort in it, instead of trhowing that into decimator and call it a day...

#

Hm you may use MMD avatars indeed but they need quite some work to look fine on Quest

#

I believe it's almost faster to model them from scratch : D

tribal tartan
#

ah, so someone made a scuffed avatars world, Im planning on a world with all those popular MMD models, but ported correctly

rare apex
#

Oh that would be a great contribution to the community indeed...

#

I believe the most important thing is to keep the visemes working

tribal tartan
#

you know, slowly taking your time, applying decimation modifiers to separates parts of the mesh, doing retopo where needed.

rare apex
#

Yeah

tribal tartan
#

idk about keeping original visemes, sometimes dropping them completely and creating new ones is a lot cleaner

#

and not that hard

rare apex
#

Yeah I mean that basically, "keeping" like, having them working some way or the other

tribal tartan
#

ah yeah

rare apex
#

Maybe that's the wrong word, sorry

#

I tried one of these scuffed MMD x Quest avatars yesterday and in fact, PC users could see visemes, Quest users couldn't

tribal tartan
#

any avatar should minimum have, blinking, eye tracking, and mouth visemes

rare apex
#

Indeed

tribal tartan
#

my current quest ava doesnt blink tho

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cause Im a lazy cunt

rare apex
#

About Eye Tracking, I still don't know how that works

floral crow
#

Vrchat avatars can have quest and non quest version

rare apex
#

So I'll need some help later, prior to finalizing my avatars

tribal tartan
#

you boot up cats, give it your 2 eye bones

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click the button

#

and it creates correctly parented and named bones

#

and vrchat will automatically use those when you dump your model in Unity

rare apex
#

Hm I could do that manually with C4D I believe (I don't use Blender)

#

I guess I just have to know the correct bone names after all

tribal tartan
#

yeah

rare apex
#

Is there a reference guide for that anyways?

tribal tartan
#

probably

floral crow
#

You can do all the avatar creations in C4D but use blender for VRChat avatar preparation only

tribal tartan
#

also, it's really best to create separate bones with clone weight paints

#

so you can use the original eye bones in animations

floral crow
#

CATS is pretty useful to make your avatars work for vrchat

#

You can simply just use it for that and the avatar creation on c4d

rare apex
#

Also, I'd love to know if there is a sorta "community approved standard" when talking about visemes... Something like: thumbs up = smile, point index = frown, etc etc

tribal tartan
#

I always go through CATS before Unity no matter the source of my avatar

#

it's just way too useful

floral crow
#

Yep

rare apex
#

Nice, I believe I'll get Blender and CATS then

floral crow
#

It can be
Maya -> CATS Blender -> Unity
C4D -> CATS Blender -> Unity

rare apex
#

Yeah

floral crow
#

You don't need to be forced to use blender for avatar creation

tribal tartan
#

generally
✋ = 😃
🖐 = 😄

floral crow
#

Currently, I don't put the extra blink or viseme detail rn

#

on my quest avatars

rare apex
#

Imho the essential is to keep the visemes that can convey your mood

#

Otherwise there would be an... "emotional gap"? between Quest and PC users

tribal tartan
#

sometimes I also do ✌ = 😉

rare apex
#

And it would look weird

tribal tartan
#

its mostly for selfies tho, and cameras dont even work on quest....

rare apex
#

Yeah : C

#

Thanks for the ref tho

#

You need to take a pic with the Oculus Sharing tools, not the nicest way but it kinda works

tribal tartan
#

but, especially for quest users, you want to keep any emote that isn't 🤘 the same finger wise

#

because of how gestures work with touch controllers

rare apex
#

Yeah in fact I see people still keeping the finger gestures together with animation overrides

tribal tartan
#

some youtube videos have the finger gesture templates

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you can download them as a zip

rare apex
#

On a side note, I still need to get used to how VRC animates the fingers while using the controllers, it's different and weird from the First Steps demo (which imho feels like friggin magic the first time you try)

#

Ah good!

tribal tartan
#

do the quest controllers also have the sensors on the buttons and stick to tell if youre barely touching them?

rare apex
#

Yep but they are all different anyways (or at least most of them)

#

Yeah they do!

tribal tartan
#

oooooh

rare apex
#

That's why the first time I tried I was like "this is some black magic stuff"

#

Actually incredibly stupid tech-wise, but the feeling is so awesome

north willow
eager gorge
#

So my model is pretty dang optimized with one mesh and one material, but I can't get the number of tris close to 5k, best I've gotten is 15k, would this be ok until I'm able to find ways to get it even further down?

left holly
#

if the sdk let you its ok

solid crown
#

Not a true statement

#

But Q has this

split lily
#

Quest limits aren't in yet, 5k is recommended because that's guaranteed to work

#

15k is faaaaaaaar from guaranteed

left holly
#

you can probably do around 7-8k easily

eager gorge
#

I'd probably be able to get it down to 8k if I retroscope the head in blender from scratch.

#

retopology*

livid trellis
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The sdk will let u do 60k. Doesnt mean itll be visible for quest users. In the next update there will be a given limit.

#

Its under 20k but above 5k, according to tupper

eager gorge
#

Neat, I'll try to get it as low as I possibly can in the meantime

#

CATs is being really uncooperative with this 😛

tribal tartan
#

thats because you need to separate your materials, use a mix of auto decimation, decimate modifiers on separate meshes, and just unsubdividing and merging faces by hand to retopo.

eager gorge
#

I keep forgetting about the dissolve feature

eager gorge
#

I was able to get it at least down by another 2k now at 13k, should be okay for now until I have the time to retopo and redo all the shapekeys.

latent pivot
#

I don't see this in the optimization docs for Quest, but it might be worth mentioning that your import settings for audio can make an impact on performance. VRChat is historically CPU-bound so when it comes to Quest builds - it might be best to use lossless PCM (or even ADPCM) over Vorbis to trade CPU usage for larger audio files, if feasible.

rare apex
#

That’s a good find, thanks

urban plume
#

Audio files are set to decompress on load by default, so it's a matter of prioritizing file size and loading time. You may also need/want to decompress on play for larger files, where you are willing to give up some CPU perf for more available RAM.

latent pivot
#

^ Le balancing act! I actually have no idea how much RAM the Quest has -- but there's an amazing article online about best practices for dealing with audio clips for mobile and/or PC that I'm gonna try to dig up and post here in a few that I think would be vry helpful.

sharp zinc
#

the quest has 4gb ram but it's shared vram so expect about 2gb room for for world assets

#

that's a LOT ... the xbox 360 has 512mb ram

tender ore
#

@sharp zinc There's less than that available for world assets

#

VRChat can only use about half of the 4GB of RAM, the rest is reserved by the OS, compositor, etc.

sharp zinc
#

what would you say is a better estimate?

#

@tender ore how much does the client take up?

tender ore
#

@sharp zinc From a cold start in my empty "Blue" world, a little under a gigabyte.

sharp zinc
#

that's pretty good

#

hours of audio is a bad idea packed into the world anyway

tender ore
#

Cold start is ~670 MB, but it jumps up a bit when you open the menus and the images get loaded. Up to ~750 MB after scrolling around the world menu a bunch.

#

RAM usage alone isn't the whole problem

#

There's also memory fragmentation

#

Singular large assets like long high quality audio files can fail to load even if there's plenty of free RAM

#

if the file is larger than any contiguous chunk of available RAM.

sharp zinc
#

we need more docs 😉

#

and best practices

#

spill the beans

latent pivot
#

The issue becomes there's not gonna be a one size fits all solution depending on the audio file. You can use PCM over Vorbis + and have it streaming so it never goes into the RAM at all....but if you have multiple voices playing this way; you'll be increasing CPU usage quite a bit. Decompress on Load will be compressed within the build as whatever you choose but will decompress as "cpu-friendly" lossless into RAM so you'll still get the RAM tax of that.

sharp zinc
#

what is the minimum requirements for the quest

#

and also is there a new sdk

sharp flume
swift sky
#

there's some docs for VRChat on Oculus Quest that might help you

#

and a page to page doc that shows you some stuff (minus the Oculus Go build) along with the recommended numbers for avatars and worlds

sharp zinc
rare apex
#

Edge breaks are a bit messed up though

tribal tartan
#

and for reference, we're actually given lots of leeway considering the vrchat client overhead, and other factors, seeing as these are Oculus' Unity on Android VR guidelines https://bocchi.is-pretty.cool/8reVyS5.png

rare apex
#

With the current VRC Quest specs... If you sum 50k tris per World, plus 5k tris per Avatar, with 10 avatars, you get exactly 100k

#

I guess draw calls also will be around 100 between World, Avatars, UI

mossy tulip
#

if they had avatar distance culling that would be helpful, like.

ebon spade
#

So avatars turn completely invisible from some distance away?

rare apex
#

Or maybe just use "2D imposters"

#

This thing works magic, we once tested a cheaper version on Android (it was another plugin) and turned a 5 fps scene into a 45 fps one

fathom nebula
#

Isn't that basically what Google Seurat does?

ebon spade
#

Sort of

rare apex
#

Actually not, very different

#

Seurat will just delete triangles that are not supposed to be seen, also it's done in the editor, and it's done only once- you then keep the scene as it is

#

Imposter technique instead works at runtime and converts to a 2D plane every object that is further than some meters (10-20 usually). If you get close, the object goes back to its original 3D form

fathom nebula
#

Ahhhhh

rare apex
#

It works on non-static objects too, so a 70.000 triangle avatar will just become a 2 triangles avatar when far away : D

#

It works by rendering objects every n frames instead of every single frame; the further the object is, the more the "wait" frames

#

Since objects are very far, you can't really tell the difference, especially if they are static or non animated

ebon spade
#

Does Seurat work in VRC? Since worlds can have their own shaders even on Quest

#

Or does it only partially work?

rare apex
#

Seurat is just a 3D modeling tool after all, so yeah of course it does

#

But I believe people are highly overstimating what it actually does...

#

Let's say you may need Seurat if you model a World without thinking much about "blind spots" and just putting objects in mindlessy

#

In that case, Seurat may help quite much

#

But a well modeled world won't get any real help from Seurat

#

Basically it works like this:

#

You open a Unity scene with your world, load the Seurat plugin. Then you define the areas where you believe the player camera will stay in- ideally, the player won't ever escape these areas

#

fixed a few messages down
Then Seurat runs... Using a temporary camera, it will position that camera on every single possible spot inside the area you defined, one spot at time of course

#

And for every spot, it will look at all the geometry around, and mark every triangle as visible or not visible from that spot

#

At the end of the cycle, every non visible triangle is deleted, and voilà

#

You have a world that looks very broken from outside, but still as good as the original from the defined area

#

If a player exits the defined area, he will see the "broken" parts that Seurat deleted

ebon spade
#

Ah, so that's how it works. Interesting, thanks

#

Wouldn't that also result in performance increases on desktop?

rare apex
#

Np! That's what I know about it, hope it's right lol.

ebon spade
#

Although it may be less important on desktop

rare apex
#

Yeah, less triangles basically

fathom nebula
#

Tbh I would always aim for as much optimization as possible without damaging the original

rare apex
#

Yeah me too... I'm already planning my own World project to not have useless areas

#

WAIT

#

It's a bit different than how I explained it, fukk

#

You still define the visibility area

#

But then, instead of deleting triangles, it actually creates a mesh that tries to replicate what you see, using a triangle count you define

#

Well way different... I wasn't remembering this right, sorry

fathom nebula
#

Quick overview of how it works and what it does

rare apex
latent pivot
#

that's really clever, it's kinda like doing photogrammetry with photos from a limited POV but in a digital space

#

google was like: yo dawg, heard you like creating 3d models from photos so now you can make 3d models from photos of 3d models

humble canyon
#

I wonder if folks have done photogrammetry using Game screenshots

latent pivot
#

I think I've seen some people doing that over on SketchFab!

humble canyon
slow plover
#

Users have done photogrammetry using in-VRChat screenshots actually 😄 but only for fairly simple two-plane parallax 3D. It does make for cool pictures on the wall.

sharp zinc
#

any more news on a concrete poly limit for Quest?

livid trellis
#

below 20k above 5k

junior light
#

VRChat [version: Unity 2017.4.15f1 (5d485b4897a7)]

d3d11.dll caused an Access Violation (0xc0000005)
in module d3d11.dll at 0033:868527b0.

#

y always crash when i run vrc?

#

only in first roading screen

#

i fixed it = check admisistrator to vrchat.exe

ebon spade
#

That's a very bad idea, and also this is probably not the right channel.

#

There have been instances where an exploit in VRChat could harm other files on your system. Running the game as adminstrator gives it free reign to also do this in "protected" folders (like Windows)

lean kernel
lean kernel
#

Thanks for the answers guys

lean kernel
#

Lmao

tender cloud
#

Is the 5000 poly limit mostly out of concern from vertex shader evaluations or rasterizer load? That is, should I also be worried about double vertices or UV seams from a perf perspective?

rare apex
#

I don't think that will hurt performance in general, unless every single triangle is detached from the others (faceted-style like)

#

But even then, it's 5k... It's pretty low anyways

oblique dagger
#

Best peak is 20k

#

Over than that, you get warnings

rare apex
#

Yeah but they said they will lower it

wide ridge
#

Get warnings?

rare apex
#

As Tupper said, more than 5k, way less than 20k

wide ridge
#

Poly count doesent impact performance that much, but quest is a mobile platform so every little thing counts

tribal tartan
#

That's really all the info we need

#

packed into 2 messages

rare apex
#

Ahw thanks.

#

That should be pinned anyways

tribal tartan
#

bahka, you see? I've been trying to explain that to Nabu

#

he's a stubborn one

#

He's so gonna cry when the official limit is 7.5k and he realizes patience is important

rare apex
#

7.5k is really good imho

tribal tartan
#

yeah

#

my avi is at 4.5k rn and it looks great

#

close to the linked message

#

tupper shows one at 3.4

oblique dagger
#

Just gotta remove the body meshes hidden under outfits 😄

rare apex
#

The 3.4k one is great

tribal tartan
#

thats really not the only thing

wide ridge
#

I say make 7.5k the instance poly cap

tribal tartan
#

screams in retopo, retexturing and normalmaps

#

wdym instance poly cap?

rare apex
#

Just gotta remove the body meshes hidden under outfits
You have to do this anyways, not only on Quest

oblique dagger
#

Most people do not '-';

tribal tartan
#

as Ive said 30 times, most people dont even know how to press 3 buttons in CATS

rare apex
#

That's a total waste of performance

wide ridge
#

Basically it takes the world poly count and adds all the current avatars poly count. That number needs to be under 7k, newer users won't show up if it's over that cap :smart:

tribal tartan
#

7k for everyone is way way too small

#

you do realize worlds are max 50k, oculus recommends max 100k in a scene

#

you're going way way too small

wide ridge
#

Optimization! I'm sure they can find a way to cope whit it

tribal tartan
#

like, everyone is a fucking quad with a png now

wide ridge
tribal tartan
#

or a PS1 model

oblique dagger
#

I would love to keep my model under 20k

tribal tartan
#

keep your model under 7500

rare apex
#

7.5k for everyone rotfl now that's insane haha

oblique dagger
#

But... back then I recalled.... I tried uploading Miia.. her snake tail is frigging 19k

#

Tail ALONE

rare apex
#

19k for the tail wtf?