#quest-optimization
1 messages · Page 9 of 1
Or
t:SkinnedMeshRenderer
Must be spelled exactly with same capitalization
@manic pecan
ah, invisible body mesh, i found it
hi
yo i got a question
how do i reduce the file size of my avatar on unity ? it needs to be 10.00mb, i was at 14.00mb changed all shaders to mobile shaders and brought it down to 11.00mb
any idea how i can reduce it some more
im super stuck on this part
Also, update your SDKs! - some issues like Legacy Blend Shape Normals get resolved in the newest SDK
Why is it that after i made sure all my materials were VRC mobile it still claims I have non compatable shaders in the warning list? I still have the same problem of quest users getting double vision in one eye
Delete the camera an create a new one and assign it in the descriptor
ok so managed to figure out what you said, but
now if i click on upload world it does not respond. another interesting thing is that it claims I am trusted in community labs and i can make my world public, where as before i did not have that option, i feel this may be a bug?
I reimported SDK, no luck is wont let me upload at all, what would cause this?
can you show the SDK showing the error? @maiden aspen any errors in the Console window?
@regal summit no errors in console window. SdK is blank when I click up upload it is not responding
Only weird thing is. Normally when I can upload. Theres a disclaimer that I cant upload to community labs and such. But here its telling me I can upload this world as public .
This usually indicates that you have errors in your project, but they get cleared when play in mode is entered.
Please disable Clear on Play - its' the 3rd button in the bar at top of the Console window. Then change something small in your scene, for example rename an object or add an empty GameObject. Now try another upload.
Ok I'll do that. Thanks for the clarification! @regal summit
Can someone help me?
I have an avatar i want for oculus quest but I'm not sure how to optimize it, so can someone optimize it and let me clone it please
Ok so it worked as you instructed @regal summit However now it seems to load into the world and then spawn me into the skybox without anything. I learned the whole, baking, reflection, light and occlusion culling process. and it seems my world is barely a megabyte? although I do have one test mesh in there, the rest is probuilder level. any workaround for this problem of being spawned into a blank skybox?
I swear I will literally pay for someone to optimize my character at this point
Good thing I saved a backup
what kind of optimization
im trying to export this for quest but her eyes aren't cooperating, if it was for pc i could just do cutout under the shader but i cant use it, wat do?
@torn moth use the particles shader that the sdk gives you you have 3 i think
the mobile particles shaders in the vrchat/mobile @torn moth
i use the shaders that the sdk gives me and the VRChat/Mobile/Particles shaders work like cutout so trees and bushes are not 2d papper you know just try one of the shaders till it works for you
For the life of me i could not figure it out, i tried using the particle shader under mobile AND IT SAID IT WASNT SUPPORTED
Because, guess what? Particle shaders are for particles.
mind blown am i right
Use the blender knife tool to cut it out.
@torn moth
pls im new i dont know this stuff đ
Have you ever used blender?
very limited knowledge
Look up a tutorial on the blender knife tool and use that knowledge to cut out the opaque part of the texture.
Then remove the transparent faces.
can someone please tell me who thought it'd be a good idea to cap quest uploads at 10mb?
My avatar is as optimized as a goddamn ps2 model and it's 45mb. oh no. can't upload.
@lime jolt Checkmark legacy blendshape normals before uploading
I'll give it a shot. thank you.
No prob đ
@mint iron did that fix it?
Ask Biadetes. They're the one with the problem lmao @solemn field
Yes. thanks a bunch :)
i wasnt the one who said it, i was just wondering
ive never had thet problme but ive never messed with it
@torn moth @heady wing here you both go
@crude cove
- I didn't need help
- They need help with cut-out on avatars, you can't use that shader on avatars.
you can use that shader on avatars @heady wing its the Quest shaders that the VRChat SDK gives you so yes it dose work
Nope alpha blended is for worlds not for avatars the sdk will block the upload with that shader in use
do you know if it's possible or will be possible in the future to use the quest's hand tracking in vrchat?
that's unlikely to ever happen as there wouldn't be any way to control locomotion
how do i make my avatar quest working
what is the problem ?
I mean you could just do the point gesture to move that way :P
but then again you would have people pointing all the time :3
can you use hair cards with alpha textures or should i model the hair?
you cant use alpha on quest, or any sort of cutout shaders
android handles transparency badly
@fresh plaza what if they just want to point at someone?
@quasi harness Too bad, time to hug them!
:P
Maybe a way to get around that is to point with both hands
then again finger guns
I finger ttavking is pointless. My index has it and I barely use it in vrc
so with the new quest 2 being announced I truly hope that the optimal requirements for quest optimization will be reconsidered.
Thereâll probs be two versions. The og quest vesion and the more powerful version.
i hope so too
Not too sure about that. It doesn't make a lot of sense to me, because if they kept the current limits for Quest then the Quest 2 could run much better with those limits. Or they could increase the limits but have similar performance to what Quest is now.
Plus I don't think a lot of Quest 1 users may be happy about people on Quest 2 being able to see more intensive avatars (and in turn more of them) then they can on their Quest 1.
This would also set different performance targets for each Quest, overall it seems too complicated and not ideal to do such a thing. Makes more sense to keep the Quest 1 and Quest 2 similar to what they can see, but ofc due to the Quest 2 having better specs it will likely run better.
I imagine it'll be exactly the same except with audio since that wasn't affecting Quest 1 users much at all.
yeah the Avatar limits probably aren't going to change at all as some of that new power would be going towards rendering resolution and yeah that's probably be better to use that for FPS then prettier avatars
How can I put blender avatars in untiy
Export as FBX and drag and drop the FBX into Unity.
@raw smelt It doesn't seem like it would be that complex, all you'd have to do is change the polygon standard for Q2 appearances and roll out updates the same way saints and sinners is
I'm hoping the quest 2 will allow more complex avatar in VR chat
no
@visual verge the quest struggles to run the game normally, we'll probably barely get 60fps consistent now.
That's a huge upgrade, especially if they keep the limitations of VRChat Quest with that new hardware. At least you're still given the option to show avatar and that might not affect performance as much as it did.
The only thing I'd expect from Quest 2 is to have the fixed foveated rendering disabled.
im gonna be honest, i feel like 40fps looks the exact same to like 144 fps
Then something must be wrong with your eyes...
Or the display doesn't have a high enough refresh rate to show the extra frames.
I searched it up, apparently your brain can only precieve at most like 60fps, any higher is nothing different
I used common sense, that's not how it works.
orange is fake gamer
Actually it is the hardware. The eyes can see approximately 1000 fps, but if a TV/monitor is only 60fps the best you can do is 60fps. "seeing" a difference is subjective however, as some people can be shown a movie (made at 60fps) at 24.9 fps, and the same movie at 30 fps, or 60. Typically, a good 60fps monitor would have good clarity, and the background would be discernible, but most people never play to the background, and concentrate on the action (foreground).
The main issues the Quest has: It runs on modded Android, and the chipset. The new Quest 2 eliminates some of the issues, but the fact it runs Android still is not good.
hey quien habla español
The main issues the Quest has: It runs on modded Android, and the chipset. The new Quest 2 eliminates some of the issues, but the fact it runs Android still is not good.
Not exactly, Android is MUCH lighter on resources than Windows.
Which also results in better battery life.
ok gracias
alot of my friends on quest 2 hev the problem that when you change the avatar preformence sttings it doesnt actually work
so you have to manually show avatars
alot of my friends on quest 2 hev the problem that when you change the avatar preformence sttings it doesnt actually work
@vital osprey You can allow poor, but there is no way to allow very poor by default, since thereâs no limit to how laggy very poor avatars can be, itâs the worst rank ïżŒ
when they change it to poor, poor avatars dont actually show
when they change it to poor, poor avatars dont actually show
@vital osprey chances are they are not poor ,but very poor. Or they donât have a quest build.
i've checked it and yes it is a quest avatar with poor preformence
they can see me if they show my avatar
but chaging the safity setting does nothing
In that case you might be over the file size limit which means you are auto hidden regardless of performance rating
Do you know what kind of robot they see before they show you
pref block
thay can see me when they show me
but not with normal setting
even tho it should
Would be interesting to have someone else clone it and inspect the performance within the game to see how remote users see it rated. Perhaps thereâs a local/remote difference, and perhaps itâs different from the SDKâs rating
Just spitballing here. No idea really
Shaders maybe? You can't use anything but the approved VRC shaders (not even the unity defaults) on avatars. Anything else acts weirdly.
Thatâs possible although the uploader would have prevented you from doing that
It should yeah. Bad/corrupted SDK? I feel like I'm reaching for an explanation here...
Is there a way to add multiple audio emotes if someoneâs a mute on quest?
@knotty sedge The Quest version of VRChat doesn't support audio sources, so no.
Well what does anyone recommend
If youâre a mute on Quest, your best bet is to use a pen prefab (attached directly to your avatar) to write out what you want to say.
Moon marker is a pretty good one and it works on Quest.
You could also use American Sign Language. Lots of people understand it in VRChat. Youâll have to find the right community though.
Check out the ASL world for more info.
Third option, you could pre-load audio clips onto a phone and play them into your mic (bottom of the headset). Really low-fi, and the audio quality will probably suck, but if it works, it works. đ
Damn
Although you wonât be able to hear it you could always put audio on the PC version of your quest avatar. PC users will hear the audio play even if you wonât.
I saw an texting emote could that be added for quest?
Is there any way for dynamic bones and audio?
no
@wheat pollen Thereâs a way to make things sway with head tilt; like for example, I have ears on my fox avatar that tilt when I move my head. Achieved using some extra ear bones parented to the left eye and some creative weight painting. Itâs not a technique you should use if your short on time or if youâre inexperienced in Blender. Thereâs a lot of tweaking, and it can take days. It doesnât look like dynamic bones either, more like âmickey-mouse physicsâ. I would only use it if youâre seriously invested in your OP & youâre after that specific effect.
im sevearly confused i wasable to upload a model with 18k polys and when i did it again with another model with only 16k it doesnt work anymore anyone have a idea why or how i can encrece it to like 20k it wasnt the first time that this happend and now with the quest 2 its now better then before with the 1st quest version my oppinion its now better then rift s even
and it also doesnt make sence becauce it says that the mb size of the model cant be bigger then 10mb but preatty much all my models are not even 5mb or even less so i dont get it at all that drasticly poly limit thats just to retarted and makeing quest models like that is near to impossible
No
okey how the hell did then several pplmade a quest model with 34k polys 17 meshes and 43 materials and 3 animators... explain how... and dont come with pc users see diffrent stuff then quest becauce im on a quest too
are you inspecting from the quest side? If you are on PC side but inspect a quest model, it's showing the model uploaded to the PC build of the avatar_id
I think you can go over 10k up to 20k but it's performance blocked without a manual 'show avatar'
i already said it im on quest too
Yeah, the stats for Oculus Quest are over 10k and less than 20k polys
not really i cant really upload models with 15k polys but i reasondly saw a friend useing a quest model with 87k polys i dont understand anything anymore
Iâm not sure if thereâs actually a poly cap on âvery poorâ quality avatars...
10k polys is the suggested max amount that the Quest can handle. You can upload an avatar with more but it's not recommended since the Quest doesn't have a lot of space to download large avatars.
and the recommended amount before it starts Auto blocking as the default the avatar is 7.5k
despide the fackd that my models are always less then 5mb and my reasond quest model isnt even 1mb
@arctic vigil What happens when you try to upload models with 15k, like do you get a warning or something? â ïž
no the build and publish bottun goes gray stays for abit like it then creates a blueprint then makes the bottum klick able again and nothing else
What do you mean by blueprint?
Try unpausing the scene when that happens, sometimes that can work.
i need some help so basically i cant get into my account on anything and im really mad ive changed my password and i can only get on the website so what do i do>
@trim wind you dont get it at all
Youâre right. Try explaining it better. Maybe some screenshots would help...
i already explaind it exactly how it is and how would i screen shot something that happens while trying to upload but goes not in the screen
sure i record my screen upload it to yt and then delete it again... hell no
Well I canât help you unless youâre willing to explain the problem properly...Good luck I guess.
good luck with your stuff youll need it sence you apperandly dont know what Blueprint is
As far as I know there's nothing in Unity called Blueprint. To my knowledge that's the name of Unreal Engine's built in visual scripting language. The only reference to "blueprint" in Unity's own manual is Blueprint Mode in the Re Transforms component.
okey how the hell did then several pplmade a quest model with 34k polys 17 meshes and 43 materials and 3 animators... explain how... and dont come with pc users see diffrent stuff then quest becauce im on a quest too
@arctic vigil There is no upper triangle limit. But if you are over 7500, no one will ever see you unless they force your avatars to always be shown shown.ïżŒ
There is however a hard 10 megabyte cap for avatar files... if its over, it will not load no matter what
i get 15 fps in every game i have everthing off the max fps i get is 50
All I want is for the pc and oculus versions to be as close to each other as possible
Am I the only person who thinks they need to get rid of having to unperfblock almost everyone?
that's not going to help because all of those avatars would still need to be uploaded for Android
If youâre able to un perfblock an avatar
Thereâs no reason there canât be a setting that does it automatically for every avatar on the map
Every time Iâve been through like 20 of them at once my game performs just fine
Itâs just awkward having to stand around for a full minute pointing at all of those grey robots and manually enabling their avatars
A lot of my quest friends seem to crash from showing about 3-4 anime avatars. Maybe it's better on Quest 2.
yay then maybe you would crash after sixth anime avatars
Quest version is always going to be different from PC.
The architecture's different.
The power is different.
the people not caring about the fact that 100k tri avatars are really bad is the same tho
It's really not hard to optimize, kinda surprised to see so many 50k+ tri and 30 material slot avatars with multiple particle emitters. I know those are the most popular though because it kind of gives a taste of the PC experience but at a pretty large cost.
triangles the basic building blocks of a 3D model
@arctic vigil idk how you can't upload an avatar with 16k polys I made one with 96k
my friend is setting up an avatar for vrchat but for quest it looks like this (first image)
https://cdn.discordapp.com/attachments/403671118826700811/775510224361619496/unknown.png
n pc it looks like this, which is what its supposed to look like (second image)
https://cdn.discordapp.com/attachments/403671118826700811/775515908168351794/unknown.png
any ideas what might be causing the issue?
@whole kayak maybe it has vertex colors?
Any idea on how I can get my avatar under the 10mb limit again?
compress textures
Compress textures, or reduce texture resolution. Atlas textures and then pack the UVâs to eliminate wasteful space on your textures which will let it look better at lower texture sizes
Most mobile game modeling techniques work very well since itâs a mobile chipset
Make sure you are utilizing every square inch of your UVs
I've been trying to get better with my models optimization on quest with atlas texture but for some models it works fine first try but others just won't work for me or just use only one texture out of all of them
how do i add people?
I've been trying to get better with my models optimization on quest with atlas texture but for some models it works fine first try but others just won't work for me or just use only one texture out of all of them
@sharp rock if you are using tools like cats to do it automatcially for you it is much more prone to errors. I recommend learning UV editing and baking to manually atlas your stuff, itâs less prone to errors and gives much better control of the result
Yeah I'll probably try and learn that then
Is there any fix for major lag on quest 1
itâs unplayable sometimes
Even in low spec worlds
Donât enable poor avatars, and donât force avatars to show.
Thatâs the best you can do.
suggestion for optimizations
- make it so all the avatars load BUT if the ammount of players in are over (value in safety settings) then either lower quality or disable avatars for people far away from them
- Make an option to make vrchat run at high piority (risky) BUT could make performance better
- make a built in converter so lets say theres this one pc avatar make a built in option to auto convert ingame (might lag but add that in safety settings)
just some things I could think of because I just got a quest 2 and troed vrchat and had some ideas
ok im having trouble with quest optimization, it says that the shader standard is unsuported, but i cant change it to another shader, plz help
Extract and dynamic remap maybe?
I have big trouble with quest optimization, if anyone knows about that stuff well, please dm me.
@cedar warren sent DM
You need to make new materials for the ones you can't change and place your textures onto the new materials in the slots of the ones that aren't changeable
Change Location to "Use external materials (legacy)"
@mint iron where do I find that panel
When you click on your avatar fbx
ok thanks
alright well now i have a bigger problem, when I go to vrchat and it publish to android, it just says future proofing your content then just brings me back to the control pannel
Uncheck future proofing
well now its not showing anything, the mousr icon has a blue wheel but nothing happens
Its saying that a prefab is missing, then when I click on it it just brings me to the vrchat sdk's code
Prefab missing is caused by other errors. Check the console for what's causing them. If you don't have a tab for it it can be found in Window --> General --> Console
Missing scripts. Those need to be resolved
Like Eternal Ohm said, you have missing scripts. The errors tell you which bones have the missing scripts so you'll have to go into your avatar's hierarchy on the left, select the bones with them and delete the scripts (Don't delete the bones themselves)
I tried making a world for the Oculus Quest and every time i try to change it to android it crashes. Does anyone know how to fix this problem? Please ping me if you know how to fix it. Thank you.
I recommend making it in android from the start, I tend to have unity crash when I try to build a world I originally made for pc for android instead
Android has so many more restrictions that it could be any number of things
i did but it still crashed
i have a feeling that the SDK isn't compatible for some reason
Sounds less of a sdk issue and a unity/pc issue
sounds like you ran into support swap death, just recopy the project and reopen it and it should function better
i did that but it still crashed
oh then it might be a hardware issue
prob
Uhhh
Im using the quest
and
My mic just dosent work there
im talking about the deafult quest mic
Does anyone know why xD
@knotty grail New bug. Mute & unmute yourself & if that doesnât work, adjust your world volume. đ
@knotty grail are you using a link cable?
youll get better help if you post this in #user-support-old
Tips for anyone:
#1: Unity and VRC are against you. Keep this in mind.
#2: Use standard shader hacks to get more out of Standard shaders.
#3: Make sure your model has top notch maps, even if the textures are not HQ.
#4: Don't (bet on) using HQ textures.
#5: BAKE YOUR LIGHTING IN BLENDER
thank you come again
Bake+premultiply AO, yeah
world of difference
What do you mean by 'standard shader hacks', though?
You can download addons to the Standard Unity Shaders
Such as RERO, though it doesn't work on Quest.
But it's an example that comes to mind.
Oh, yeah I use rero, I've contributed a thing or two to them. Was just wondering where it applies to quest x3
yeah... you cant use custom shaders on quest... so why is it in here.. đ€
Afaik, you can use custom shaders when making worlds. Its just tricky and quite limited
hola
soy nuevo
alguien sabe como pueo optimizar vrchat para un procesador de 1.60Ghz??
@sharp zinc que instalado es gpu?
si@sharp zinc
tu procesador deberia esta bien. no es viejo
se es anitguo, es no posible que funcione para opitmizr
esta viejo mi amigo
necesita nueva procesador
a menos que este de acueder con los grafic
@raw smelt funny english man lol
i think they gave up on their processor optimization
well... then its not custom shaders on quest.. so my point still stands
why are you trying so hard..? these channels arent for people using link. so bringing it up to prove your point is just.. pointless..
it wouldnât be discord without some pointless meandering :V
next thing i expect him to say is "oh you can use fridges to cook things, just make sure you light your fridge on fire first."
like of course it can do that... when you make a drastic change to it..
donât make them think too hard now, people have a hard enough time reading channel descriptions already
LMAO
no.. you are infact wrong for trying to insert a point that literally goes against the point of these quest channels... i dont get why you keep bringing it back up..
it seems more like you who are the one that doesnt want to accept that they are wrong đ€
you just keep calling me "wrong" because you dont have anything to back your point up.. because it literally doesnt even have any purpose here..
you cant use custom shaders on the standalone quest port of vrchat < that version being the one these channels were made to discuss about
lmfao. god this place is so toxic....
it was never an argument. you have no point to stand on. you are only attempting to spread confusion to those who dont understand the platform fully.
hm.. last i checked the sdk flat out refuses anything that isnt whitelisted, that being the vrchat mobile shaders in the sdk. why do you keep trying here..? đ€
the whitelist only applies to avatars, world creators can still upload their own
I do agree that the perception that some people seem to have with the link is allowing the quest to see pc models etc is semantically incorrect though, you're just using your quest as a pc vr headset
yes. he really is just the living definition of "WeLl AcHtuaAlly"
The vrc sdk with all that I've screwed around with it and tested only uses the vrcmobile shaders and then even at that a limited few of those for avatars. Anything else it just yells at you for
Standard lite does cover a lot of cases though. It's a PBR shader, so in general it covers 'most real objects'
My friend on the quest 2 is having âinternal errorsâ that keeps crashing her from worlds. Sheâs currently reinstalling the game. Any other fixes she could do?
the quest crashes a lot I think that's normal, I crash every 30 minutes lmao
Crashing on quest is not normal. It should not happen unless you have some avatars that are normally blocked being forced to render
everyone just uploads their 120k wolfboys and it kills the poor things ;_;
can you make the czech republice room please
ive seen quest avis with 100 mat slots
Have her increase her Safety level in VRChat settings, and go into advanced safety options and increase the minimum display performance and lower the max avatar file size. If it's avatar related as @slate cradle suggests then this will prevent poor performing avatars from displaying and reduce the amount of features that display on avatars.
They can also enable safe mode by pressing all the triggers and face buttons at once, which will disable a lot of avatar features until they go into the safety menu and reset their level. This can be used to confirm whether it's the avatars.
https://github.com/GiveMeAllYourCats/cats-blender-plugin/releases/tag/0.18.0 it's readyyyyyyyyy
Don't have a quest model? Model isn't optimized on desktop?
- load your model up in blender
- click 'autodetect'
- click 'bake'
Now you do!
Wrong person I think đ
Lmao for some reason discord autofilled the wrong name and i didn't notice, sorry
All good!!
whats the most beautiful yet surprisingly well optimized quest world you guys have ever come across?
Quest church plus
Atoll Of Ether
I have been summoned
lol yeah i was referencing you in an earlier message.
some of my emotes are set to loop but when i do them ingame they dont loop. is this a vrchat not updating my avatar thing or does it have something to do with the animation override?
On the crewmate avatar that jar made how can i merge the visor and suit color material together?
Poggers
facts mate
any cats users here try the new baking mode? for some reason no matter the baking type, it uses some weird garbage uv map that doesnt correspond to anything that i or cats generated
the island sizes look like they're all wrong too, none of the uv fixing settings work
all transforms applied, no modifiers, etc etc so im not sure whats wrong here
That's prooobably a bug
nevermind, somehow i missed that cats added a uv map to the model
im not sure how it got added to the original model though, thats weird
im glad i checked there though :V
That's very strange, yeah
the bake mode works great btw, im getting great results from it
:D
A friend tested it out yesterday, and confirmed that pretty much everything on their avatar carries over with no struggle (as long as the avatar config is the same). So like, they had a wingflap animation and that worked fine, expressions, everything
is there plans in the future to try to prioritize certain parts of the model (e.g. face, fingers, etc). i see its a feature of the standalone decimation already for fingers
Uh, see the 'Animation weighting' checkbox?
i tried that but the results were so-so, i don't use shapekeys either
i might have to tinker with it some more
That figures out what areas of the model are contested between shape keys or bone weights, and prioritizes them (so elbows always get saved, etc)
Unfortunately I haven't found a trick to keep it weighting shape still, so, WIP
ahh okay
it'll improve, basically
btw it doesn't check if the model has shapekeys, and will fail if it doesnt find any
just adding an empty shapekey works tho
but if I can nail that (especially in a way that doesn't need fine tuning) then like, hand-decimating stuff will only have minimal benefit
oh, yeah that's a bug
adds to list
this is how it looks with the default animation weighting options đ
oof, yeah xD
Oh, for hair, I found it super beneficial to just boolean all the hair shapes together. It made it animate better too
But it wouldn't help with this problem
yeah
Boolean modifier then apply, so you get one watertight solid
I mostly did it cause I wanted to do ambient occlusion baking and animating with that got messy
(AO is a huuuge boost to detail)
Uh, maybe a tiny bit messy. Not too bad.
I -kinda- got it ready but didn't get it into this release, but I made a way to instantly copy-meshify-and-boolean selected bezier-curve based hair peices
now that interests me
so if that's how you do hair (and a lot of people do), you can turn it into a clean mesh without struggle
yes i would love that feature
and some way to automatically delete unused backfaces for stuff like bangs, where they never get seen anyway
and more importantly, copy it twice, one at absurdly high resolution and the other at game-ready resolution, then bake normals in
So you get hair that looks super high detail but is fast and doesn't eat up your poly limit
here's friend's model btw, I hope that having this bake-ready makes a lot more people abuse PBR for everything
Yeah :D Left is 56k tris, 5 materials @ 2k textures, 3 meshes. Right is 5k tris, 1 material at 1k textures, 1 mesh.
All their wing-flap animations, expression binds, everything still work
I do wish rotation constraints were available tho
thats the two big things im waiting for in vrchat in the coming years
a better dynamic bone/rotation constraint replacement, and moving off of the old unity renderer
and/or allowing certain custom shaders on quest, so we arent stuck with standard lite/fully lit đ
Standard lite can pull a lot of weight though, in the right world! It's just a very light PBR shader
it can, im just longing for a better mobile toon shader
Hey does anyone know why I keep getting the unknown error when trying to make an account
So every time I try loading into a vr chat world my quest crashes, anything I can do to help?
It either has something to do with your WiFi or your quest
changing the render pipeline is probably not gonna happen, because that would break all existing content, and needs to be reuploaded
yeah but itâll happen eventually :v!
@sharp rover Is MatCap affected by lighting? If not, you could always just add your âtoon-shaderâ texture in the albedo layer and an outline or something in the matcap layer.
Matcap is additive, so you could even add cell shading...if you want.
Havenât tried it yet, might be a disaster.
We definitely need a new dynamic bones replacement. Itâs a shame that they didnât include it in the avatar 3.0 launch. That would have been the perfect time to do it.
@lyric briar Youâre totally right, which is why weâre likely going to have to wait for an avatar 4.0 before we get any of these changes.
I imagine that VRChat will probably give players like a year or two to update their 2.0 content to 3.0, then declare 2.0 deprecated before rolling out a 4.0.
for the sake of beginner creators i hope they keep 2.0 around for awhile. although i do see 3.0 as a straight upgrade in essentially every way.
if 2.0 somehow conflicts with a new feature then i wont mind much if it gets removed then
also i strongly feel that if we ever get a DB replacement on quest people are gonna abuse the shit out of it... which is why i think its not supported to begin with...
people shouldn't do anything with 2.0 anymore
it's pretty easy to replicate the 2.0 behaviour with 3.0, but you get so much more options if you need them
Hey are there any tips for making vrchat run better on quest? my friends got quests for Christmas (I have a rift), and they can't run the game on the quests. Not only that, but the link cables are having problems too. Could anyone help us?
Tips for performance:
- Stay in worlds with low player counts.
- Use optimised avatars.
- Don't manually show
avatars.
- stay in worlds that are optimised (not really a way to check this)
- don't turn mirrors on.
If it's still garbage performance, then turn down the performance cap to "Medium"
I was thinking a similar setup, but I havenât played around with trying to fake it yet
right now my avatar looks fine in standard
I mean also an optimization you can do is to lower the res of the screen your looking at
Enable higher proformance with code in the quest 1/2 and will will be so much better at a cost of battery dropping to 1 hour 30m or just 1h
FYI: quest 3 coming 2022 sometime if not sooner
One headset a year. That bad pr
2022 is too far away. Weâre supposed to have a Mars colony and nuclear fusion reactors by then.
quest 2 is pretty over powered, itll take them a but to make a better model
If you look at the behind the scenes stuff Facebook reality labs (and their competitors) are doing, youâll see that the tech is advancing at an insane pace.
Like those NVDIA screen/lenses they demoed a while back that are only as thick as an iPhone.
Or the magic leap AR tech (entreprise only for now).
Or the Facebook reality labs 3D scanning and real time facial tracking.
I tried out a prototype of something exactly like the Quest 2 (wired though) in 2016 as part of a closed demo; and the tech has only gotten better since then.
I guess the main problem for Facebook is how to integrate all of this tech together in a cost effective way. Theyâre probably waiting for certain breakthroughs to happen in the hardware space before they launch into a Quest 03. Theyâve definitely proven the demand is there though; so sourcing should get easier.
either way, great technology is afoot
is there a performance difference for backface culling vs. not backface culling?
It's pretty much double the GPU cost, I think?
@dim bluff double GPU on or off?
if you have backface culling disabled it's double the cost
where exactly is the performance cap settings?
Under the safety menu, you click the button I circled in red, you can then set the minimum performance. (On Quest, you can choose poor or medium only, for better performance, pick medium)
Okay, thanks so much for the help man
When I get close to people they disappear. Can I change that?
@hardy nymph in settings, there should be a thing called âpersonal spaceâ
@sand mantle thanks
im on quest link and my headset mic is not working, its been doing fine for the past two days and now its just not working (i already looked at the forms and it did not help)
any solutions?
@inner nebula this is quest optimizations
sorry im confused of what u mean
this isnt a support channel
oh mb wrong channel
Whats the hard triangle limit for quest avatars? I cant find an answer as ive seen it range anywhere from 7000-7500 online
Here's the full documentation on it https://docs.vrchat.com/docs/avatar-performance-ranking-system
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is. This system is provided to inform users what is likely the most perfor...
Is Unity's 3D Text object recommended as an easy way to make some text in-world? I'm not sure I want to trust it. Does it perform OK on Quest?
It has a transparent background and I don't need or want that and I'm worried it's costing some not-insignificant amount of performance đ€
how do I enable full finger tracking?
There is no full finger tracking for quest @rigid arch
oh right, so which VR sets have full finger tracking capabilities?
I have a question, My model is exactly 10k polys yet it still don't allow me to upload (I.E the build & publish for android button is grayed out) is there any way to try and combat this, without going back into blender?
nope you'll have to bring it back into blender to make it less than 10K
Okay, now my model looks like it's from the PS2. Sounds about right for quest
this might be able to help out
I used that thanks.
could be a console error preventing you from uploading
I fixed it in the #avatar-quest , I have to disable all other avatars in the scene in order to upload for quest.
@rigid arch I wouldn't say any VR set has "full" finger tracking unless you're using gloves or something like a leap motion but the Index controllers have decent finger tracking which if you have a PC that's VR capable you can use ALVR and a Quest to emulate the Index controllers using it's built in hand tracking but it has the caveat that you can't use artificial locomotion while having more accurate hands as it doesn't emulate the joysticks on the Index controllers so you have to use your Touch controllers when you wanna move around etc
I wish the Quest let you use the Touch controllers as just button/joystick input while making use of hand tracking for most* positional data and obvs fingers
*I say most because I feel the gyroscope/accelerometers in the Touch controllers could still be used to make the hand tracking feel/be more accurate possibly
for the quest i have a link cable and my vrchat logs in using my oculus account but when i try loading it in steam its not working and also not logging in from my oculus account how do i chang ethat?
do you have the oculus rift software on your computer?
it should automatically recognize the device once connected
How can I combine materials to make one? Iâm trying to optimize an avatar for quest but itâs too many materials
So just got my quest 2 loving it and wondering if anyone has any good recommendations how to increase performance
can some make my pc vrcaht model quest also
I made a list of tips here: #quest-optimization message
@pulsar tusk bake or atlas in Blender using cats blender plugin generally does a pretty okay job
what do you mean?
Question, if a model is all good with quest asside from more than the 7k poly and has dynamic bones, is it possible to make it quest compatable, It 2.0
Dynamic bones are an absolute no for quest. Just doesn't work
hmm im so confused. i changed everything to vrc/Mobile/Toon Lit but the unsupported 'standart' message still appears. is there another way to check what's still in 'standart' ?
eveng changed the shaders in vrcsdk to mobile shaders lol.
You should just go through all the mesh renderers in your avatar and check their materials
i cant change those shader settings can i? its the only materials i cant change. its not even connected to this avatar at this point so it doesnt even make sence why its complaining
That was from one of the mesh renderers on the avatar?
Like I mean if that was in one of the slots just replace it with a non embedded material
not sure if i go through my body/ it looks like this.
thats the only materials applied to this model.
The amount of cropping you have it's hard to say where you are looking at
Want to jump into a vc so i can Screenshare?
I'm in bed on my phone so not really lol
on the mesh renderer component theres a section called materials with a bunch of material slots
you want to replace the materials there
in reference to the screen shot with the face with standard
oh wait, thats just from the imported asset itself uh
type t:skinnedmeshrenderer in your hierachy search and check every thing there i guess?
ok there is a standart shader but tis greyed out?
make a new material and set it accordingly, and replace the standard one in the material slots on that skinned mesh renderer
you just need to expand the >Materials selection
legend. Thanks @autumn violet and @sharp bolt!
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any ideas or help?
All the materials in my world are standard lite, but it still says standard shader is being used by something
any help?
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger from the top bar
One of the messages in there will list you the materials
tysm
When I use oculus link, itâs like a slideshow, constant studdering, lag and disconnecting. Is there anyway I can fix this?
Iâve tried the oculus debug tool and itâs only helped a slight bit
Same here, what are your specs?
Iâve just took a picture of the specs so I donât have to type it out
CPU is holding u back for sure
Damn. Is there anything I can do right now or am I just going to have to wait till I can get a new pc or parts?
@robust current
Itâs usb. Iâm using an anker usb 3.0 to usb c with a cable creation usb 3.0 active extension cable
I was told not to use the official link cable
ah, nvm. Just wanted to see if ur were plugging it into the motherboard instead of GPU if it was HDMI
So Iâm stuck till I get a new pc?
well you just need to get a new CPU. the GPU should still be fine kinda
Ok, recommendations for what I should get?
actually try seeing what your GPU/CPU usage looks like while using VR. Im like 80% sure the 1400 is a bottleneck because vrchat is cpu demanding
I see reviews that the 1400 is decent but thats in regular games not cpu demanding ones
How can I do that?
try seeing if frameview displays on the headset
hello, i have 20/25 fps in vr chat, i have (1660 6 gb, i7 2600 3.4, 10 gb RAM ssd500gb + 2tb HDD) any ideea
- This is a quest channel.
Thatâs all I can say really.
ok, sorry
if you hold shift once you hit start, the game will load a settings menu which you can tweak
Thereâs full body tracking with Xbox kinnect
And a driver
So you donât have to buy the sensors lmao
Yes
wireless?
Yea
How much for what
Like 15$ or sum
oh not bad
When i want to upload a Quest avatar it this error message? am i doing something wrong...? losing my mind soon
If I were to share a file with someone. Could they optimize it for me please?
id love to but i worked on unity for 12h
You have errors disabled on the console, and that is a lot of tris.
Uploading that and using it would likely cause a lot of fps drops.
OH DAMNED because i didnt import dyn.bone there was no error message.... Thank you.
only script errors
Soo.. problem #238: so basycally that avatar has a (Standart: specular setup) material on the eyes. but unfortinately i didnt found a material i can use for the Quest version. any ideas? its for the eye lens.
@gentle geyser standard lite
its not transparent tho is it?
@gentle geyser ah so heres the thing about quest... transparency doesnt really exist
interesting. Thanks
yea, the only real thing you can try is "additive" under the mobile shaders. but you have to set it up a certain way
Can anyone optimize an avatar for me?
How would I go about optimising a pc avatar for quest?
@crystal shuttle dissolve vertices and use smaller textures
So I gotta take it into blender?
yep
how much vram (or i guess ram? idk howa snapdragon processes textures) does a quest have?
would be nice to know physical limits lol
Quest 1 has 4gb of ram, with about 2.7(i think) available for games, and the Quest 2 has 6gb of ram.
VRChat has hard limits on avatar and world sizes though, so no 8k textures on VRChat quest.
Ay
So uh, if I have a PC Avatar I worked hard on, but just slapping mobile shaders on it makes it look terrible since transparent images don't work on quest. Would I be able to just use a similar different model that I made so it doesn't look totally terrible and upload that along with my PC version onto the same avatar? so would be like, two different models on one avatar for each platform.
The way uploading to quest works is this:
- Pick a model for the quest upload
- Upload it to the same ID as the PC model
- that's it
You could have an entirely different avatar for PC and Quest on the same avatar, but what you see is different depending on the device you're using.
Oh sweet. So long as anyone else using whatever device sees the model I set for that device, everything is fine. I attempted to upload a different model better for quest and it let me under the same pipeline blueprint, so just hoping it works like that and it doesn't bug. I'm a bit of a newbie, been at it for like a month learning unity.
Update: people still see me as a robot on quest, even though the avatar says PC/Quest now. Even friends.
if the model is very poor they need to manually click show avatar on you
17K Poly and it still looks pretty rough
ugh. optimizing for quest is harder than I thought.
Yeah, anything above 10k is blocked by default settings.
And some people have settings to block anything above 7.5k
Figured out the issue, using VRM converter, accidentally duplicated it without checking "Duplicate for Quest". All my quest friendos can see my avatar for quest now, yay! Somehow even animations from PC carried over without my actually having to add it into the quest model.
My wife is trying to play the quest 2 with virtual desktop and the game is super blurry for her. She is connected via ethernet cable to a gigabit router / 5Ghz wifi to the headset on a slightly older GTX 980m laptop (which can handle the game fine with wired vr).
She says the oculus menu is normal looking but steam vr / VRC is very muddy. She ahs gone through just about every fix she could find and nothing is helping her.
Anyone know what she can try?
Switching to Android:AndroidPlayer is disabled
File -> Build Settings... -> Platform: Android -> Download
Install the build extension that downloads and then try.
Making a quest-compatible version of a feature-rich avatar, had to shave down from ~70k
9 980 tris đ
Carving off geo gets brutal towards the end
you seem to be doing a pretty decent job of edge loop dissolving
you could probably remove the holes from the belt buckle and maybe simplify the loops at the top of the leggings maybe also remove shirt buttons
Hello all, I'm trying to optimise an avatar of mine, first call is combining materials together.
The avatar in question has a few materials that don't have a texture, and instead solely rely on various generic 'base colors' in the material settings.
Whenever I use CATS Material Combiner, it removes these base colours when generating the atlas, and as a result, they all end up white.
Is anyone able to point me in the right direction to solving this?
@loud tendon could probably add a small spot of that color on the main texture, and then modify the UV map so that all of the parts of the model that are supposed to be that color are mapped to that one point
I'm not too savvy with Blender unfortunately, what I've done for now is making 32x32 images that are just a solid colour and assigning them to each material as an image texture and then atlasing.
Anyway, further to my Quest optimisation journey, I guess there's no simple way to test the Quest version of the avatar on PC other than uploading a "clone" so to speak as a Windows build?
I don't own a Quest, I just wanted Quest users to see a rough version of what my normal PC avatar is.
question: what is the leading cause for quest users losing their right eye?
Ummm, if a quest user losses their right eye it's not gunna be to a quest, it's most likely something like a bottle of soap
i ment like in worlds
Most common reason is if you use the build switch button inside the sdk
Then shaders
Or light settings
man the new bake tool in cats is great for making quest versions of avatars, 5,000 tris vs 20,000 tris
Question : how many 40k avatars that are quest compatible have you made and will you make another world for them?
@lone hawk is that your model? :o
so far i've made a small handfull of them. i might make a world for them in the near future but i'm not gonna have a lot of time to work on stuff pretty soon
If you've got the rights to it I'd love to stick it under the 'examples' part on the Bake wiki page
sadly no, i was just playing around with that stuff. and even with fanmade stuff i'm not sure how games workshop treats it.
ahh fair enough
i do have fanmade models i was given permission to use but i've been struggling to get some good results with them because they use a lot of floating geo
next version that goes out will have several quality improvements... but I just moved so I dunno when that's gonna happen :v
ah yeah, blender does best with singular manifold objects
If i may request a feature it would be nice for pc to be able to break up the bake into up to 4 materials
for the sake of preservering detail on models that had a lot of textures
Well, ideally the only reason you should want different material slots is to use different materials. But yeah I'd like to be able to account for that
yeah you have a point
Have certain mesh+material slots left untouched while most everything gets baked down
even then sometimes you want to use a skin shader for skin and a normal pbr shader for everything else.
But yeah about quality loss, I figured out a way to kinda supersample intermediate normals so they'll be way more detailed in the final result
hmmm
that's the main improvement for the next release
sounds nice
I am also wanting to let you select materials/etc that it leaves untouched, so you could have like... hair that uses one shader and body using a different shader
oh, and we combine all meshes into the base mesh right now, which messes up some setups where like... you wanna have held objects that you can hide. I wanna add something where for each mesh it adds a shapekey that shrinks it down to nothing, so you get the 1-drawcall equivalent
hmm, i've never even considered doing props that way. smart
i'm kinda waiting to see if they ever let us use constraints on quest, then i can do fun stuff like guns and whatnot
I would really love constraints yeah
man if only there was an alternative to decimate that would auto-dissolve a certain percentage of edgeloops rather than decimating
oh shit i think i've had a breakthrough. if i use blender 3d-print tools to make a mesh manifold prior to decimating it gets much better results
Haha, I've done that before
The 3d-printify stuff is nice, but it tends to break models more often than just decimating in my experience
I've actually been experimenting with an automated edge-loop dissolve sort of thing
I wanna make animation weighting work better but... all of it is gonna take time
Should I use ETC2 or ASTC compression gor world textures. Also, 4x4 Block or 8x8 Block if ASTC?
I generally just do crunched ETC2 for most textures on quest
and for lightmaps ASTC 4x4
I'm trying to upload an avatar and upload is greyed out. I'm aware the performance is poor, but would that cause me to not be able to upload?
Figured it out, you can't have non Quest avatars in the scene!
You can have them but they can't be enabled
Is there a reason how a Quest user can don a 776k-polygon avatar, but they're not allowed to see my 51k-polygon avatar? đ
@soft merlin if they wear your avatar, itll unblock it cus theyll have to wear the avatar
That isn't the case. I saw a Quest user wearing a Very Poor
avatar with over 700k polys on it, yet the SDK won't allow them to see my
Medium performance avatar since I'm on PC. đ€·ââïž
Are Quest polygons calculated differently than polygons for PC avatars?
so a cross compat avatar is made up of 2 avatars
you got the pc version (with too many polygons) and then th quest version (with not enough polygons) so since youre pc, you can see the pc avatar, but not the quest
Oh, okay! :)
The reason they wouldn't be able to see your avatar is because it's over the download size
for quest it's 10Mb
the sdk will prevent you from uploading something over the limit
I recon there wasnât a quest version of this guys avatar.
Sdk has never prevented me from going over the 10mb limit even tho I know its there I can go over it without it denying the avatar
thats odd, shouldnt be able to but its technically possible to upload anything of any size
Yeah it shouldn't be but I use a pretty malformed and old sdk
It shows me some whacky stuff while I use it but I got used to it
ah, so its probs just doing what it can basically and probs have less safety
Yep
Hello, I'm having a problem where people are only seeing my world I uploaded in the left eye, while the right eye is messed up. I'm attempting to fix it, but I can't do it properly, since I don't have a Quest.
I tried changing the shaders to the materials in Unity, but that didn't help.
if you changed platforms in the unity editor through the sdk, there is an issue that causes that to happen
you can fix it by swapping platforms to pc and back to android through unity build settings
Alright, I will try that.
So, it didn't work. But that might be because I changed platforms with the sdk in the first place, so I will make a new copy of the PC version and change the platforms through unity
It worked!
Thank you so much!
Hello, I have a VRChat world that works on both PC and Quest, and I'm trying to optimize the Quest version as best as I can. The thing is I do not own an Oculus Quest, so I'm really doing it blindly.
Some people says it runs fine, some that they lag, so I don't really know if this is because of Quest 1 and Quest 2 users.
I was thinking of disabling the wind zone for the Quest version, do you think this will give better performances?
I have a question about transparency. Every guide tells me to avoid it, but I don't get precisely where the issue is. Is any texture with an alpha channel going to be a problem, even if all the pixels are at either 100% or 0% opacity?
I'm using a particle system with the default fluffy white particles, and I'm wondering it that's costing performance on Quest. There's not many of them, and they're not clustering together and drawing over each other, but they are transparent so I'm worried that's the issue.
And if it is, would the solution be to replace them with similar circles that are opaque? Or would the transparent corners of that sprite texture still cost performance anyway?
so quest cant see transparent materials as far as I know đ€„ except if youre using multiply>additive mobile shader possibly
Quest can see some transparent materials
Quest can as evident by how you can use it for worlds but performance is a huge factor so it's not allowed for use on avatars.
ah i c
then id assume its performance would be dependent from what is seen through the object then
I just don't get how it works. If you have a sprite that's an opaque circle, does the 0% opacity on the corners of that count as transparency?
Or if you have the leaves of a tree, the leaves are all opaque but the space between them is empty, does that count as transparency and thus cost the same way something like colored glass would?
Yes, that counts as transparency, anything that you can see through (that has a mesh in the way) is transparent.
Transparency on mobile hardware is cursed.
Leading to having to redraw pixels multiple times for transparency.
OK, but do the opaque parts of the circle in that example also count as transparency?
Like, is pretty much anything with an alpha channel treated as transparency, and thus costs a lot on mobile hardware?
I'm mostly thinking about trees here
Trees and grass
Does anyone know when using the link cable to fix the mic? Cuz in game nothing gets picked up
Anything where the alpha channel has a 1 (or isnât clipped through cut-out), also know as opaque doesnât redraw (to my knowledge)
But trees are very bad.
Any image that has a 1, or any pixel? Because alpha channels are by pixel
And what about the inverse? Is a pixel with alpha 0 not drawn?
Hello, I am trying to optimize my world for the Oculus Quest, but since I do not own an Oculus Quest it is impossible for me to test it by myself.
I did some improvement, and some people says that it runs fine for them, but others says it lags (Both are on Quest).
I want to preserve a similar aspect in-between the two versions, so I remove only what is performances intensive, such as custom shaders, I lower the textures and lights, particles, etc...
I have a wind zone in my scene. My question is: Does removing this wind zone only will make the performances better, or do I need to setup something inside my trees in order for the game to not "just putting this script to sleep on all the trees but it's still running in the background and lagging the game" ?
iv noticed for me the quest 50mb upload limit is broke.
hey can someone help me setup my dell viser
Does anyone know if you can automatically allow all avatars without using link?
nope it needs to be running linked mode to see the PC avatars
i think you have to manually show performance blocked avatars for every user
does anyone know how to do the ctrl z trick when uploading or if it even works? pls @ me if you can help
Pretty sure things that are 0 get drawn, then things behind it get drawn. Idrk tho
Yeah, that's what I'm afraid of
Does anyone know if its possible to turn back culling off on the vrchat mobile shaders?
not doable and that would basically double your polygon count as far as the rendering is concerned so you should probably just spend the triangles to make it two-sided the stuff that needs it and not make the whole model two-sided
anyone know how to fix avatars not showing up on the Quest 2? I did the whole "show avatar" thing when I selected the person but nothing changed.
If you show avatar and it still does not display, chances are it was published from Unity as a pc only avatar, and not optimized and uploaded for quest.
The problem with that is that most avatars i see aren't showing up
there are some that have pictures on their chest but the majority of them don't
The screen is on the chest is a preview image of the PC only avatar
Alright, thank you, but how do I make the other ones appear? I can't even see other quest users when I see them change into an avatar that is quest compatible?
is there a way to remove backside culling on the quest? I think that's a pretty important thing in optimization to be able to render backsides
nope there's no way to turn off backface culling and that would be more work having to render the backside
it would, but just adding more mesh instead would be worse imo
either way that's not changing anytime soon so just use the extra geometry to make it double sided
i will, if i can fit it into the 5000 budget heh
Instead of doubling the entire thing. You duplicate what you need.
Do you know how i can modifi the shaders
@abstract gust Cutout is particularly bad on Quest. A single layer of transparency isn't terrible depending on how much is behind it. For example, I have a world with thousands of fireworks particles viewed at once, but against the skybox, minimal performance impact. You will see pretty terrible frames with cutout grass and trees.
As discussed above, mobile chipsets are often âfill-bound,â meaning that the cost of filling pixels can be the most expensive part of the frame. The key to reducing fill cost is to try to draw every pixel on the screen only once. Multi-pass shaders, per-pixel lighting effects (such as Unityâs default specular shader), and transparent objects all require multiple passes over the pixels that they touch. If you touch too many of these pixels, you can saturate the bus.
As a best practice, try to limit the Pixel Light Count in Quality Settings to one. If you use more than one per-pixel light, make sure you know which geometry it is being applied to and the cost of drawing that geometry multiple times. Similarly, strive to keep transparent objects small. The cost here is touching pixels, so the fewer pixels you touch, the faster your frame can complete. Watch out for transparent particle effects like smoke that may touch many more pixels than you expect with mostly-transparent quads.
Also note that you should never use alpha test shaders, such as Unityâs cutout shader, on a mobile device. The alpha test operation (as well as clip(), or an explicit discard in the fragment shader) forces some common mobile GPUs to opt out of certain hardware fill optimizations, making it extremely slow. Discarding fragments mid-pipe also tends to cause a lot of ugly aliasing, so stick opaque geometry or alpha-to-coverage for cutouts.```
This is from the oculus Gear VR post, but probably relevant
Finally, someone posted a multi-paragraph message about it.
TL;DR is: small particles using the VRChat or Unity Mobile particle shaders are fine. Try to avoid overlapped particles or particles that cover the view (particle fog is terrible). Don't use cutout plants, sub with low poly mesh objects instead.
Thank you so much for all this info! Taking another pass at optimizing my vegetation later this week, and links like that are very needed đ
Yeah, tidbits like this are exactly the kind of stuff I'm trying to do less wondering/experimenting about and actually just know đ
Adreno is a tiled deferred renderer, meaning it renders the depth of everything, then renders the scene, ensuring only the closest opaque surfaces get rendered.
FYI that is like super old info for GearVR, not necessarily relevant. It was more about mobile gpu in general with transparency
That's fine, the basic concepts are still much needed food for thought
Hello - I am having problems running VR Chat app on my Oculus Quest 2 - After several uninstall, reboot, re-install attempts here are the problems I am having: The VR Chat launchs and brings me to login (choose VR Chat or Use Oculus account). _ I just chose use Oculus account, the next screen I see is the Terms and Conditions and I hit check box on I agree. Then It says Initializing World and it starts blinking after the World takes me in front of the mirror to change my avatar. It is blinking so fast that i can't do anything but exit the app or reboot my Oculus Quest 2. How do I resolve this?
I have Uninstalled and Rebooted and Reinstalled 7 times now
Don't look in the mirror
If it helps medium budget is 7500
ohh, when my avatar goes into medium anyway, i might as well...
Exactly as worse, so just do that where you need it.
Better than having a shader that doubles it all
I actually had to look to posts in 2005 to see people suggesting a performance difference of not using culling, huh.
For me, the problem isnt rendering the backface, but the skinning (that is on the cpu!) having to be done for more polygons
Hello guys I just switched to quest 2 and noticed that everything far from is impossible to see (steamvr via link) can anyone help?
@glass grail
No itâs a kon, tried different sizes same
Is your guardian set up correctly?
I guess
Alright are you able to use the menu in Vr chat?
even stationary mode same result
Yes I can
Alright what I think is that the avatar size has bugged and you have to change avatar
But if your hands are too big for the menu
You need to reload vr chat, go into a world with avatars, load in, when you spawn in there will be a moment where your avatar needs to load, if your able to change avatar before the big one loads you should be set from there
During the time your avatar needs to load you will be normal size
But you need to be quick before it does load
Thatâs the best thing I can think of
It might not fix but I think this is the best action
I donât think the issue is avatar size but I will give it a try
No good problem still there
Whatâs your computer specs?
Because the Oculus software adjusts resolution based on your computerâs specs (i think)
And I would also recommend using the Oculus store version of VRChat when using link.
Itâs fixes some other problems.
Ryzen 3600x gtx 1080 16gb ram
he is good its not the computer specs
I heard that a lot of avatars don't show up on the first quest. is this still true after almost 2 years?
yeah cuz that fundamentally cannot be changed as those avatars are not compiled for Android
thanks
and most folks don't have the motivation to make Quest builds
If connected to a pc that runs VRChat well, the quest will play it from pc, and load the models, yes?
yes as at that point you're just using it as a PC headset
Epic. thanks for the tip!
Have you tried not using Steam VR?
if you mean Quest store yea I've tried it same result
Check your oculus link settings to see if the resolution is low.
Iâve checked and set the Resolution to 1.7X and this is what i get the 3 avatars are not too far from me ..
is there any difference between using the link version of vrchat and the steamvr version?
I'm having some problems with lag but only sometimes on the steam version, I have a 5600x and 3060ti
have you tried changing the graphics settings when vrchat opens? Or have you tried changing your config files for vrchat? And if that screenshot is taken using vrchatâs own feature, then I have no way of seeing what you mean, as screenshots are taken at a different resolution.
Im getting problems where when i join a persons game it sends me to that same game on my own for some reason?
i think config file will do only if someone can help me writing it
Some real optimization
how much better is the quest 2 vs quest 1 for vrchat?
much
Will there be an update that adds features from the pc version of the game to the Oculus Quest 2 version of the game? Like the camera, pc avatars, pc worlds, and custom sounds for avatars like music?
possibly avatar sounds but everything else is basically impossible
i doubt it oculus is not that powerfull
the Oculus Quest 2 is more powerful that the Oculus Quest 1
yea, when people do direct pc-quest avatars and stuff. it doesnt quite go so well
also remember that the quest is mobile hardware and uses a different architecture than pc
imagine it like mincraft bedrock and java were cross compatible
maybe next gen quest will be able to do that
minecraft bedrock and java are cross compatible on some servers
tbh not great example cause bedrock can run on xbox pc mobile etc
issue is just the packets are different
exactly
i have avatars that have sounds and music that i can't hear on the quest 2 version
i feel like audio should work on quest eventually since its not like a heavy feature or anything
but i dont make the game so idk
it would be cool if the camera was on the quest 2 version too
the way other games handled quest is that they only used the android support and not both pc and android support.
since vrc chose to do both. its probs not going to ever allow pc stuff into the android ârealmâ
also i thought there was like a camera for quest, its just not built into vrc
the selfie camera for vrchat?
does anyone know why the oculus quest 2 can't run steam vr at all?
the quest is an android device, it is incompatible with steam and everything on it
if you want to use your quest for steamvr, you can use a link cable or a third party program like virtual desktop or ivry to use the quest like a normal headset rather than a standalone device
!online
There are 38807 users in VRChat currently
!online
There are 39232 users in VRChat currently
Problem fixed thank you
anyone familiar with the CATS bake function know why it would put my uv's in these narrow strips like this? i have uvpackmaster btw
have you applied scale on your model
yes
no clue then
cool
That's very odd
I'm having an issue tonight where no matter how many MB i take out, it still says I'm 62 MB when i try to upload for quest. anyone else had this issue?
I even tried switching it over to PC and back to try and reset it, but even as a PC build it says, "62MB is too big for this platform" :/
You might want to restart unity since the counter can get stuck like that sometimes and maybe check the build report to see if the builds are failing
https://github.com/oneVR/VRWorldToolkit/releases
i have tried so many things...restarting the computer. detaching the blueprint, closing unity, then reattaching it. deleting and reinstalling the SDK. switching over to a PC build and then back to android. eventually it actually went through and allowed me to upload. i uploaded it as a completely new world as a test, to make sure i didn't corrupt my real world, and I'm glad I did because when i loaded it in game, it was there but the moment I clicked it there was an error saying "THIS BUILD IS TOO BIG TO BE LOADED." and it said it was still 62 MB. so frustrating đŠ
@autumn violet thank you so much for sharing the Toolkit, I have heard it's really amazing. I actually tried to install it a few days ago but kept getting this error so it wouldn't compile or something and wouldn't even load. :/ i tried updating my SDK, but that completely broke my game, so then I tried three different versions of the older toolkit over the course of the last 6 months, but kept getting the same errors:
i'm not even using bloom lol!
this just isn't my week lol
ugh technology
You have some script with the class name Bloom in the global namespace causing confusion between post processing and that script
You can double click the error and check where the wrong bloom class is by mouse overing it in the IDE
first off, thank you for taking the time to read and reply, i really appreciate it
okay so i double clicked it and it opened up visual studio
what is the IDE that i need to hover my mouse over?
if that's even what you meant
Visual studio is the IDE in this case
You should see the GetSetting<Bloom> with a red underline
This might be easier if we get on a call
oh wow! thanks for the offer!
yes absolutely, give me a sec
if indeed you mean now
Yes
Iâm not sure if this is the right place for this, but I was wondering if this model is able to be made Quest-compatible? https://booth.pm/en/items/2554585
[ăȘăȘăžăă«3Dăąăă« "çéȘ"] VRChată§ăźäœżçšăæłćźăă3Dăąăă«ă§ăă 仄äžă«ć©çšèŠçŽăăąăă«ă«ă€ăăŠăźèȘŹæçăèšèŒăăăŠăăăŸăăźă§ă èłŒć „ćă«ćż ăäžèȘăăŠăăăèłŒć „ăăéĄăăăŸăă ććć ćźč FBX File PNG File PSD File Unity Package Blend File ăąăă«æ ć ± ăăȘăŽăłæ°: 55918 ă·ă§ă€ăăăŒ: ăąă€ăă©ăăăłă°ăăȘăăă·ăłăŻ19ć / ăăźä»162ć ăĄăă·ă„æ°: 9ć ăąăăĄăŒă·ă§ăł: 7ć ăăăȘăąă«æ°: 5ć ăăŻăčăăŁăŒæ°: 11ć ă·ă§ăŒăăŒ:UnityChanToonShader2.0
I donât want to buy it only to be unable to use it.
it looks too heavy for quest
when you buy it, it won't be quest compatible out of the box
Yeah I figured, thank you for your help
vertex color baking!
Ok I have quick question!
So I was able to make steamvr work on my quest2 with virtual desktop and all that.
I'm currently having an issue where if I bring out the camera, my frames basically skip horrendously.
does anyone know how to fix that issue? I'd love to be able to take pictures with friends
ohh I fixed it, I had to turn down the eye render quality option in the steam vr settings to around 20-38 %
Can someone link me a video/tutorial on how to reduce polygons in blender?
CATS has a 'Smart Decimate' feature that is, in general, able to reduce poly while preserving important stuff like shapekeys and weighting
Just look in the CATS plugin menu
Blender's native decimate is a bit more destructive, I wouldn't use that unless you know what you're doing
Make a backup before you do it, and test thoroughly immediately after the decimate to find if theres any issues or destroyed shapekeys/weights/etc
Smart decimate is just Blender's native decimate with a workaround to fix shape keys, yeah
Disolve edges for meshes affected by bones, decimate for static pieces
Yeah. Bake's intent was to give you an ultra-performant model, for either quest or desktop, with zero effort
Or, to put it another way, 'Your VeryPoor avatar has no excuse now'
Okay, thanks!
2 things that annoys me the most are that you can't see all skins and you cannot enable dynamic bones. Why not atleast give the user the option to enable it and when it gets laggy they can just disable it.
mostly im just chilling with friends in a private world so it wouldn't really be a performance issue
Oh I assure you its a bad idea
Ive seen what it does with performance
Although it can run well if done correctly
not even having the option is probably because it might get them kicked off of the Oculus store for the performance being way too bad
this is much to ask but they could make a sidequest version so people can sideload it with the extra options for advanced users
that would be too much effort to maintain 3 versions just to results in most of the side quest users complaining because the FPS is bad because they turned on the extra options that they currently have turned off for a reason

How do I add freinds without being in the same world as them
As long as you know their username. You go to social, and hit the search bar I believe. Type in their name, and relevant searches should pull up for u.
It doesn't work fsr T^T
Can I unblock avatars that donât work even when I click Show Avatar? Or are they just hard blocked from not being able to run it on the quest
there is no way to show non Quest compatible avatars on the quest
Aw bummer thanks for the help
if it's helpful info for why the PC avatars and the quest avatars are compiled for literally different operating system languages as PC is x86 and Quest is arm processors
Anyone else not able to load into the game??
The reason this is happening is because Oculus Quest runs Android. For the avatar to work on Quest 1/2 it would have to be optimized for Android.
The Oculus Quest 1/2 processors are nowhere near as powerful as a desktop PC's processor and to lower the load on the Quest everything has to be built specifically for quest.
This also applies to worlds that are not quest supported. The world owner/build team have to optimize it for Android
Should be replacing optimise with build, as while yes, the quest processors are less powerful, they also speak a completely different language to PC processors
You can make a PC world with quest-optimisation techniques, but it still wouldnât run on quest without being specifically built for android
oh yeah
quest 1 gon' die
facebook is gunna kill it off in a couple years anyway like they did the gearvr and go
tech marches on
Would the implementation of mesh memory optimization be a potential thing that could help quests? I don't have a way to benchmark one.
But the basic idea is to pass the mesh data through an optimizer (i.e. https://github.com/zeux/meshoptimizer) that reorders the vertex and index data to be a straight-shot thing, which drastically helps with overhead from transformations and other mesh mutations
At a small scale. I don't think so. On large mesh probably
@sharp adder unity already does that I believe
@lone hawk
I guess its just gonna look super muddy
@lone hawk if you make your islands neater it'll avoid that
The islands on the original were neat but the decimation out a stop to that
@lone hawk decimation doesn't change the islands. You probably left 'Reproject' on
Are you using the development version btw? I added a bunch of goodies in that
Ill have to look into that
ahh you've changed the decimate defaults
For the new limits yeah, also normal baking is higher quality and a few bugs are fixed
ah i see, does it have less of an issue with smoothing groups?
Well it can't do much about smoothing groups when the geometry changes. But it bakes normals in world coordinates, decimate, then rebake to tangent. Now it super samples in the intermediate step so the resulting tangent normals are sharper
ah
it's a real shame the hard edges on the model i'm working with aren't already baked into the normal map
Yeah... hard edges are geometry-dependent, so it's difficult to decimate in a way that preserves it (the decimation/normal map baking works best with organic objects)
I could throw something in that detects hard edges and tries to preserve them, at the cost of other geometry? Not sure how that'd work though
anyone got a good recommendation for a material atlasing system for worlds?
so after baking my quest avatar my colors got messsed up
@tidal beacon how so, have a screenshot?
Is there a way to make the pictures that show Avatars not blurry?
Hello, So i am converting my avi until a quest compatible one. what shaders should I be using... anyone know or where to get them
Tbh i wouldn't use any just use a standard material
@night igloo mobile standard lite
and which SDK
whatever sdk you were using before
i use SDK for 3. PC can i DM u
i am lost lol
ok so i made a model for pc then i was able to get my tris down to 15000 to make it quest compatable
sdk3 avatar should work for quest, you just need to go to file->build settings->android->switch platforms
then reupload to that platform and then boom. questified
As long as it's not too high poly/wrong shaders/wrong components
15k is quite a bit but technically it doesnt go above the limit
yeah that's fine (now?)
yeah i think its considered med
Ideally split that into 'shapekey' and 'non-shapekey' meshes
but if you don't wanna edit anything that's fine too
15k polies make my quest 1 testers go barf
i mean i brought it down form 200k lol
android can literally handle shaders and even distortion stuff that doesnt work on PC. but then poligons come in and are like "SIT BACk DOWN" and fps goes all poopy
so ur saying its best to lower it to 10k
200k to 15k, dang thats crazy
lmao yeah i made an opt for pc and said hmm lets try quest lol
technically, but it depends if you actually care for the performance marking or not
i would want my shit to stay good for sure but i dont wanna crash peopel
i would say the hardest limits you can hit would be 20 material slots. and 35K polies. for Q1, fps starts falling aftr 5k polygons and 3 materials
thats good enough imo. especially if it is from a 200k poly model lol
im assuming there were chains?'
nope lol
jewlery and multiple hairs and particle systems and yeah
lol
it was like 190 or some shit
thats a lot to go thru still lol
true lol Just gotta wait for VR to function again to try to upload the quest version and hopefully it can work as someones fallback
yeash
I started with a 151k tri model and got it down to 63k for PC, and then I just made a quest ver last night at 9.6k (you need 10k or under for a fallback avatar despite the new 20k min for quest)
Lots of decimation and I actually was lucky enough to find a lower poly version of the exact hair model I had so I didn't have to decimate the hair. Just replace it.
I had to delete extra stuff like earrings though
So if there is anything extra like jewelry might need to delete it so you can save tris for the more important stuff
You should also try to Atlas the texture to cut down on more material slots. You can't even do transparency with the default VRC Materials in Unity (afaik) so even 1 material slot for the atlas would work.
My decimated model was so bad I could see through his broken fingers :p
Yeah that's why you want to avoid decimating stuff like the hands. Clothes can be very simple. I took my 2-5k clothes and made them less than 800 each
You have to be very careful when decimating and make sure you make a save before decimation so you can revert if it gets too bad
Further improvements to Bake! Now my model is pretty indistinguishable from the Desktop original at 7500 tris :3
I downloaded Samsung version at 11:00 am my time it is now 1:30 pm and it still wont load anyone can help me?
Thats suppost to take like 5 minutes
i would reinstall the ver of unity
and when your install it again tick the android box so that it installs for you
@jovial sluice
is there anyway to use normal maps without using alot of materials?
what does normal maps have to do with material count?
they are an aspect of a material, not one itself
Is there any cutout substitute in the mobile shaders?
or any quest compatible shaders
ye, use "additive" under particles i think
Wheres that?
vrc mobile shaders and then particles
đ cheers ill try it out
When ever i create an atlas i get it purple like a normal map
any one know why this might be happening
send pic?
is the atlas thing set to make a normal map? cus that def is a normal map.
on CATs, i think its in the window itself right?
on CATs, i think its in the window itself right?
hmm. check what the materials have in them. other than that. im not sure. id try google
wdym by whats in them
in the tab for materials. do the materials have normal maps with them as well?
yea. im not sure. but i can tell you that using .dds textures are rare and im not even sure if they work on unity. so that might be a theory on why the material combiner isnt combinding those
oh i got pngs should i replace them?
when i was doing pc version i would just make new materials in unity and put on the pngs that way
think i mightve got it now
looks good now , but in unity it doesnt apply right
do i need to delete all mats ?
for it to apply properly?
in unity, it its 5 different meshes, each mesh should have the same material
also you may need to export the fbx after the atlas since atlasing changes the UV map
yeah thats what i need to do
also is there a way to apply a normal map in one atlas or no?
i think you should have 2 atlases. the png atlas and then the atlas where it was purple
alright
in unity, the material setting should have a normal map slot
got it all working , finally can make quest versions , cheers mate you saved me so much time
also is there anyway to have a cutout texture for a quest version?
ye, theres a mobile shader that comes with vrcsdk called âadditiveâ
in mobile i only have toonlit
its technically ment for particles but you can use it as cutout for quest
hmm. you may need to use 2 materials
or you might be able to get away using additive
maybe , dont think i can use 2 mats since its one mesh now
where is the cutout needed?
is there black or white stuff over it now? you may need to cut that shape out or make it a seperate mesh
yeah black where its not cutout