#quest-optimization
1 messages · Page 10 of 1
im not sure howmany polies youre at but cutting it out in blender may be a better idea
ill try to see if it will be optimized enough with 2 meshes
you could also set the material for the whole thing to the additive shader but it might look different and possibly more different in game
oh alright , additive makes everthing go ghosty
uh oh. seperate meshes option?
i don’t remember exactly thr avatar limit is but i think 2 meshes and 2 materials is at least at min good or medium
hmm, check if the image is slightly transparent where the cloth is
im not sure then. ive never had an avatar have transparency like that with any of those shaders so it shouldnt be doing that
damn
maybe its one of those cases where it looks weird in unity but in game its fine? but I don’t know. might have to go into blender and cut it out if it looks weird ingame
Can someone help me? I'm trying to convert a pc avatar to a quest avatar, everything is well except for some transparent materials, which I need help converting to non transparent
Since there isn't a cutout or transparent shader that can be used on the quest, the common solution is to paint the textures onto the face.
Could you have me do that? Or help remove the lashes entirely along with fixing the hair?
@late spire
The easiest way I've found to do it is to edit the UV map for the face texture and unwrap the eyeline and eyelash meshes into the UV map, then export it into photoshop and manually piece together the face, eyeline and eyelash textures.
Unfortunately I just don't have the time to do that for you, but you might be able to find somebody else who would be willing to help you with it
The thing is that the animation seem to break after editing the model in blender to remove the lash model
Can anyone help me with lowering the amount of materials i have it says i have 21 and i need only 4
I have done that and when i do it half of it is black and i Usually only do 4 or 3 per one atlas if anyone says do an atlas
@jovial sluice Do you have multiple mesh objects? Your material slots will multiply, for example two materials on three meshes becomes six material slots counted for the whole avatar.
Also you'll need to reduce that polygon count, 38K is like six times the recommended amount for Quest.
I noticed that in the quest rules there cant be any transparency. does that mean there cant be any semi transparent textures or just no alpha channel at all?
no alpha channel and its only a rule for avatars
ah ok, thanks
heya... im trying to make an avatar cross platform, and it works for most parts on both PC and quest.... except that on quest, the avatar looks black, and since im on Pc I have no idea how to fix it... I switched to different shaders but nothing worked... any tip with that?
ok, now it won't upload at all, is stuck like this ._.
weird because I was able to upload normaly before...
I can see the windows error code at the bottom and that one means you don't have enough space on your c drive
oh?.... oh yeah
I tought this meant I was missing something...
altough that still dosen't tell me why my uploads on the quest platform end up with black textures no matter what shader I use....
https://github.com/oneVR/VRWorldToolkit/releases
Import this and check VRWorld Toolkit > World Debugger from the top bar
alright, I,ll try it
... weird... I uploaded it and there are no errors
You showed a picture of you uploading a world above? 🤔
Is it an avatar or an world you are having the problem with
an avatar
Can you select one of the textures and show the inspector tab for it
That's the material not the texture itself
Did you just disable the android override on it?
Since you have the tab set to the android overrides I'm wondering if you changed them at any point
I only touched the material
Show me the default tab
could it just be the world you were testing that quest avatar in not have proper lighting?
hit the default button
no, default itself
has anyone sent you a screenshot of what it looks like to them?
no, but most of them said the model looked entirely black... except for the props that I've added, but they all have the same sharers and I didn't touch the textures
no matter what world they were in
You should send your blender model and unity project files to someone with experience. The issue seems to be something specific, the project needs combing through.
I don't suggest posting it in the public Discord if you don't want people getting a hold of them.
I do notice your texture has large portions of black in it. You could try changing those areas to a bright pink checkerboard to check if the problem is in UV space somehow.
There's already a little nightmare avatar
I make 3D models from scratch on blender, and i can confirm bu looking at the UV maps that they are all perfectly aligned, and that the black in the texture is just the transparency
1st- Nightly I know, but There are like, 5 versions of them. Plus I wanted to make a version of it with a nome plushy.
2th- I normally never had issues with my quest avatar's textures, so idk what happended for this one to not work
20k
that vert or tri?
poligons in total
ik that but i was talking blender wise
That would be Tri in Blender
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...
Anyone know why particle additive looks like this ?
Hello hello~
I'm trying to create avatars for Quest users! I can't find an up to date answer for this, but which SDK would be the best to use? Will SDK3 be fine, or should I use SDK2 instead? 😬 (Yes, I read through VRC's Quest Optimization guides)
I have an Index, not a Quest, I'm mostly doing this for a friend! 😚
sdk3
there isn't really much reason to ever use sdk2 for avatars anymore
Try removing your Vertex Colours in Blender, all of them, and then just add a new fresh one. That sometimes fixes issues with avatars being dark or coloured wrong.
Is there any way a texture to have transparency for quest. I have a particle system and its rain but it's just black rectangles
no way to do transparency on Quest avatars as it's quite expensive for the mobile Hardware to render transparency
The shader "VRChat > Mobile > Particles > Additive" is the best you're going to get
oh
From what I seen it doesn't become opaque at run time
Looks fine in game from when I tried it
A tiny optimization question about text on canvases...
When looking through the frame debugger these usually show up as transparent, even when using mobile shader.
Is that acceptable, from a performance perspective? I was under the impression that transparency should be avoided, though I suppose there might be something else going on here.
Transparency mainly becomes a problem when it's overlapped, mobile gpus are worse at handling the transparency draws so it should be avoided but still case dependant whether how bad it is
Perfect! Thank you hindly. So it wasn't a false alarm! 🙂
How i can upload my world as a PC AND QUEST ?? from Unity ofc
You'll need to upload a PC version and a Quest version. https://docs.vrchat.com/docs/cross-platform-setup
Setting up a cross-platform world or avatar is actually quite straightforward! In short, all you have to do is use a duplicate project to build an Android version of the asset, and upload it to the same content ID as the VRChat PC asset. The client will manage which version it needs to download. If...
#quest-general might be a better place to ask
You are telling me that no one has made a Blender Plug-In that does what needs to be done to make a avatar Quest compatible yet. I wouldn't care if it comes out janky, it would be easier to fix that then try to make a 68K vert base model to work.
cats plugin is pretty useful
@mint flicker cats bake does precisely that
I tried using it but I didn't know what button to use. It's just called 'Bake'
Yeah! There's a 'how to use' button on it...
but generally speaking, for most avatars:
- press 'Autodetect: Quest'
- press 'Bake'
My experience with that has been subpar...
It works but depending on how detailed the model is, it can absolutely destroy it
sometimes i have to bake just UVs and then decimate afterwards
really depends on the model
My issue is that a lot of the time it just removes geometry needed for joints to bend, notably fingers and legs
My avatar is .47 MB above the max ammount. does anyone have any magical way I can crunch down just that little bit to get it uploaded? I've tried crunching the textures and it didint even change. I tried removing stuff from the avatar but when I remove it, this happens. Does anyone know what I can do to get it uploaded for quest?
is your textures compression set to “low quality”? when yoy imported this model, did you tell it use legacy blendshapes or imported?
when I imported the avatar it already had a prefab for it. How could I set them to use legacy blendshapes?
from the fbx file it shouldve came with
@mint niche I tried to solve that with the 'animation weighting' option, but ymmv... it's really hard to make blender not just give ALL of the geometry to the joints
turn it on
what resolution are your textures?
textures usually make up the overwhelming majority of the filesize
people said to bring down the max size, so I did, idc if it looks bad like 16 bit games I just want it uploaded.
i think I need to bring down the polygons
ill fix the other problems Im just trying to get rid of that prompt saying its too big
how many polygons?
yeah you really need to bring that thing into blender and bake it
problem is, I dont know how to do that. i got this avatar from a friend, and he wont help with the avatar for quest cause he hates quest
ah, do you have CATS blender plugin?
no but i've been meaning to install that
it has a tool to mostly automate the process of optimizing avatars for quest
i used it on this thing
yes
so you will have to import your model into blender and set up the materials in blender
then use the bake tab in CATS
alrighty ill get it setup and to see if I can get it working, ill most likely be back
thanks for your help btw
np
i swear i love cats bake when it works but this is driving me insane
oh shit dev build lets you manually assign a uv map so i can just packmaster to my heart's content
we're reaching uv densities so intense they boggle the mind.
And that's why you should manually unwrap UVs 
Uvp should be in use automatically?
Mhhhhh
Uh, are you baking normals? Try turning that on
Yes im baking normals, im tired of how hit and miss this things utilization of uvpackmaster is. Not to mention that it seems to ignore whatever settings i choose for packmaster. Now i just want manual to work so i can use UVP my way.
No offense indended btw, i love the work youve done to streamline optimization
;_;
i've tried none, unmirror, and reproject and all but reproject produce greyboi, reproject produces unuseable garbage.
is it because the original model has some 2048x4096 textures instead of perfect square?
That shouldn't matter, is scale applied?
Yes scale is applied, vertices are merged by distance, and custom split normals are cleared
I gave up and baked each texture one at a time by hand
If you pm me a .blend I can try to debug the issue
anyone know how I can fix this "black facing"? my model's texture for the face is a white dalmation, and including the face is just white textures. it works as intended with any pc shader but when I choose any quest shader like toon, it does this black facing thing?
btw I also tried using a completely white texture to see if the black parts on the original texture is doing it, but it did the same thing with the white texture
try just using standard lite
same thing happens
every single shader in there except lightmapped does that, but I cant use lightmapped apparently
Are the normals wrong?
how could I check that?
If you put the camera like, inside the head, can you see the face?
kinda? is this what you mean?
only confusing thing is that it works with pc shaders but not quest shaders
Your avatar might have vertex colors (they show up with mobile shaders but not others). They can be deleted in blender under data properties
whats the max limit for quest avatars? 500? 7000? 7500? I I must be blind cus i cant find a solid number in the documentation but ive seen 7000 thrown around and CATS reccomends 5000
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...
Dev version has been upped to 7500
which I need to clean up for release at some point...
can you give me the best avatar creater
Pls anyone here know how to do uploading of file for quest
god i love ASTC compression. I wonder why it's not the default compression format on android.
hey does anyone know why vrchat takes forever to load ive had it for awhile now and i contacted their support but nothing worked out for me
try clearing your cache
ive tried that
ive also tried the dmv router thing but that didnt work either and ive also tried reinstalling it entirely
Someone can help me how to reduce ping?
You can’t easily reduce ping unless you physically move closer to the server.
(quest 2) Would anyone have an idea as to why when I would load vrc via oculus launch - why is it so unplayable once I load into home my fingers are struggling with frames and going very wavey, I'm barely getting a frame per second sometimes to maybe 2 per second (If I'm lucky lol), moving around is chaotic really choppy, moving my head around even has this gross black area lag as well with squiggles - it's extremely unplayable cant do anything from there on. ( Severe stuttering )
- I've done a solid restart, everything is also up to date
- running on 32gb ram + 3700x cpu
- I've attempted to higher up priority of vrchat/oculus related programs in task manager
- Cleared cache
32gb of ram ?
are you using virtual desktop
Hi, uhm oculus app on my desktop itself- launching vrchat from oculus program.
so your basically still using quest client for vrc
or its just the avatar
making it lagy
Uhhh
I tried other avatars
Even going through default vrc home
Its just horrible
are you trying to play the pc version of vrc
Vrc on steam without using my quest at all is very much smooth sailing.
Vrc standalone on the quest is smooth sailing
but quest with pc is cancer ?
Launching via oculus on my pc with my linkcable is where stuttering is hell
Yeeeeep
1060
Yeah ryzen 3700x
Gpus are extremely wack/too many scalpers/out of budget currently but 1060 is smooth sailing with everything else I own.
Someone else who I've encountered in game has same gpu/quest 2 as well with no problems. So idk
Uh
Like purchased?
oh i forgot that
Or going through the virtual desktop on it via linkcable access
no i use virtual desktop and its smooth
the only thing i can think that might work is virtual desktop
Purchasing the app via standalone on quest?
yes i mean that i all i can think of
it works for me and i have an i9 and 16 gig of ram
I would hope for this to be my very last option as money is tight.
i wish you luck
Thanks mate.
Hey how do you give your usb more bandwidth :/
Trying to get my fricken kiwi cable to work. Both the quest 2 and computer register to eachother but the stupid oculus app isn’t picking it up.
It just sits at this forever.
The quest literally asked if I wanted to share files. Computer said to pick what happens to the device. Idk where tf to go from here.
Are you plugging it into a 3.0 USB port on your pc?
Yep happened to me too
Every time i start up VrChat on my Oculus Quest 2 it crashes. It loads and tells me it is logging in with my oculus account, but then freezes. I've tried restarting the headset and even uninstaling and reinstalling the game multiple times. Pleas @ mention me if you can help 👍
Have you ever used the steamvr version of vrc? If so you might be in a pc only world or using a pc only avatar
i have not used steam vr for vrc
My Oculus is having a hard time keeping a steady FPS in certain worlds, any fix to this?
it could be certain avatars or anything in background
if you press your menu button in vrc and look at a user it will show avatar stats above them (it's been quite some time since i played vrc so im not quite sure if it does but this is what i've seen from my last experience) if there is a ! surrounded by a red circle above them, it could be the avatar is stealing your frames, if you don't see a user with the ! its most likely just the world or it is a problem with your quest
Vrchat for oculus is having a issue but no one knows why
Try lowering the texture quality and try removing some models and use different shaders
So theres this model i really want to use for quest, but it's vert count are 18k... should i even try to decimate it etc for quest?? I don't even know it it would ruin the model or not, or if i could even get it down to 5,000 at all..
you can give this a try for making a quest version
is there a way to get particles to work on quest at the moment my particles are appearing as green blocks to quest players and as lightning to PC players
are you using the mobile particle shader vrc provides?
try multiply
alright
since the particles im using (pngs) are usually white, and i wan't them to be yellow, with multiply they become black
do i Have to edit the textures to make them yellow
yes
is there any other ways?
am i correct in assuming that if an avatar is efficient enough, it is automatically made quest compatible?
@velvet lantern you need to upload on the androi build of unity
ok
so im trying to upload a 2d image as an avatar and i have it all set but when im about to publish it as android it says avatar uses unsupported shader even tho it is from the path it wants me to use and no matter what shader im using it just will not work
i need some help
Make sure your vrchat SDK is up to date.
i did and it still says the same thing and if i change it to any other shader the whole entire builder tab has nothing on it and is greyed out
5000 is no longer a limit, it is now 7500 for excellent, 10000 for medium and 20000 for poor.
just wondering but on quest 2 shouldn’t dynamic bones at least be a setting?
i think theyre wanting to replace dynamic bones. since most people abuse them heavily
Dynamic bones will soon be replaced with a better VRChat-made feature called Avatar Dynamics. It is over 10 times less laggy, and they might consider allowing them on Quest. Only time will tell.
pog
But dynamic bones itself, no never lol
makes sense
how do i reduce the size of assets in unity?
By not uploading a PC grade avatar
Hey guys, whenever I am on vrchat I only average around 20 to fps or lower on the oculus quest 1 and always end up crashing or have an experience where the game is unplayable can anyone help me?
thats usually normal on quest 1, you have to go to extremely optimized worlds with low player counts to go above 30
By not using a PC grade avatar
It is probably due to the weak hardware that is in the quest 1
Dev tell user the limit. They don't follow it. End User suffer.
Use sidequest and increase gpu/cpu level (I put it to 2 for a good balance between power and battery saving), also lower the texture resolution (I put it to 1024 iirc, lowest you can go without everything looking ugly). I got a few more fps with that, but it still crashes ofc
Also make sure your safety settings in vrchat are on (normal or more)
Furthermore, mirrors require a lot of processing power so use only one at any time and you can use the “low” or “optimized” settings that most mirrors have.
Finally, even if you disable high poly avatars, your own avatar may still make you lag so if changing it makes you gain a lot of fps, you might want to use another avatar.
And as literally#1243 said, go to worlds with a low player count (12 players is the most I do)
And as he also said, go to optimzed worlds (the top worlds are pretty good except murder 4 and amongus which lag like crazy)
Additionally, going to VRchat’s settings and clearing the cache can be good from time to time. And if the game crashes really bad I just restart my Quest completely, but not sure if that helps prevent further crashes (but I still do it)
^^
By the way... I've been using Unity's unlit shaders in my quest worlds for a while, but they're not whitelisted. Do they actually perform worse than VRChat's suggested shaders?
i believe unlit might actually be worse for performance. but im not sure as to why
ive had people report my worlds with unlit will have worse performance than a version using standardlite or lightmapped
an unlit texture shader is basically the simplest possible textured shader, i find that highly unlikely
thats what i said
and im still confused by it
does unlit effect other materials somehow?
here's the performance ranking according to unity
I can definitely understand that there might be quest-specific issues
but that seems unlikely, right? the mobile shader should be optimized for android anyway
and I don't think we can replicated the "Unlit Color" nicely with the whitelisted shaders
i would agree that there shouldnt be. but from my in game testers. if you have 20 materials on 20 cubes (standard mat on the plane for spawn does not change) and you set them to vrcmobile/unlit. you will get 67 fps tops wothout the aid of side quest, but 89 tops if you do use side quest. and if they were standard with reflections and specular highlights on. youd get 60 fps (rprobe was baked at 128) and side quest boosted to 89 again. but standard lite would get the unaided 71 fps, and aided would get 93 fps (all done on q2)
so.... myself and probs everyone in the universe im pretty sure are at a lose
this was done 5 weeks ago. i was doing several “cube” tests to see what does best
Unlit is extremely performant because of how simple it is as a shader, for worlds you really don't really need to stick or should to whitelisted stuff as long as you know what you are doing. Only real problems with shaders come with when they use methods not available for mobile or are much more heavy on it which though might not always be that obvious, but something like simple unlit would usually be doing the least amount of work out of anything else.
Thanks for confirming @autumn violet ! Thought as much.
... Though that just makes me wonder why they're not whitelisted already! I'll make a canny for it 😄
I mean there prob a bunch of reasons they haven't, like if in the future at some point they do something that will change how shaders are handled because of unity update or anything it'll be easiest to handle their own edited base shaders for example.
It's hard to start whitelisting everything
More of a suggestion for worlds
Buuuut aren't a lot of the VRChat shaders in the SDK already duplicates of Unity's default mobile shaders?
At least.... the seem very similar!
Yeah that's why I said edited base shaders 😄
Ah.
You can open them and see
Well, whitelisting everything would be too much. But a very common scenario is... that a user just wants an object in a solid color.
We can use standard lite, but... eugh
Unlit has a color shader. problem solved!
(A diffuse variant would be nice...)
I honestly prefer there not being unlit in the whitelisted shaders at least for avatars
Because I hate unlit avatars lmao
Oh I don't think unlit looks nice on avatars either. I agree with that
Hmmm. Maybe the world whitelist should be separate from the avatar whitelist? 🤷♀️
I mean it should be
Since the current 2 world only shaders cause a lot of confusion as it is
Ah, so we already have something like that. Nice.
@autumn violet Oh, and I know I asked a similar question a while ago...
In the frame debugger text usually shows up as transparent for me, even on Quest...
Is that something that's... accepted? Even mobile text shaders don't seem change the render queue that much.
I'm wondering whether opaque text shaders are a thing...
Yes, but when you use a mobile VRChat shader, you don’t actually include the shader. VRChat just has its own copy, and uses its own. This way they control exactly the code that is used. Anything else could potentially be a custom shader that is renamed, which isn’t allowed on Quest avatars. Hence, duplicates.
Oh yeah, that's exactly what I was trying to imply! 😄
I was wondering why they didn't just copy the unlit shaders as well - because 1 said VRChat might be worried about including built-in shaders.
I thought one of the shaders was effectively unlit
Maybe not exactly in code but definitely in effect
Standard Lite has emissive, my assumption was full emissive is same as unlit
In appearance they might absolutely be identical! But unlit shaders perform better than any other type of shader. You lose some versatility, of course
this tool might could help out with that https://github.com/GiveMeAllYourCats/cats-blender-plugin/wiki/Bake
Thx this is my first time ever doing anything like it so I need to learn lol
They're included in the VRChat SDK
Ok for real why is there no unlit shader on quest
for avatars or worlds?
You can do something similar: Standard Lite, default color to black, 'emission' enabled and set to whatever texture you want
Same effect
Not working for me, vertex colors are ignored since they are only multiplied with Albeto. I’d have to make textures and a unique material for each texture, instead of just one material for the whole world
if you're working on a quest world you are free to use your own shaders
True, but as I rarely have access to an actual quest I like to stick with what’s verified for quest
Is anyone that could help me with converting your avatar to quest?
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uh how would I reduce the polygon count from 32000 to le quest limit without the model looking like PS2 Hagrid?
remove props
dissolve Edge loops that aren't contributing much to the silhouette
I think you refer to PS1 hagrid
How do I get to the legacy option if the shaders are greyed out and I cannot switch them to a seprate one?
Like I changed the other shaders but this one is default
And to do that I know I have to switch to legacy but not remembering how to get there
If its a grayed out, default shader, odds are you need to specify it in the model itself under Materials.
Selecting this and then applying will create the materials for you to use.
** Note : You will experience duplicates of the material if you leave it like this. Please make sure to set it back to "Use Embedeed Materials"
Thank you so much!
For that I right click the material an extract. The material get move out of the fbx into the folder selected.
Is there any way to disable backface culling on a Quest avatar? I don't think I see any options for it in the VRChat mobile shaders.
Disable back face culling? You mean you intend to not show both side of the avatar ?
Disabling back face culling will show both sides.
Cull as in remove, I think you got it mixed up.
Just making sure, you cannot disable it. In order to show both sides for Quest you will have to duplicate the side and turn it inside out.
i think backface culling is the defalt on mobile shaders. not sure how you would disable it more
Ugh god, it's like they want us to beg for a higher poly limit jeeees
the fact you want more polies scare me
N-no...I don't, you didn't get it nvm
also, isnt it "enable" to get both sides? i acc cant remember now
@civic gale It's their fault for not setting the limit higher for Quest.
There is a way to get it to show both sides, but it's considered taboo.
thats very incorrect lmao, we are lucky we get 20k polies
@sand mantle We are not lucky at all since I know very well Quest 2 can run more than 1 million
on 20 fps without sidequest maybe lol
I get 50 no problem
also 2018 unity
not sure what your issue is
thats probs with you by yourself
It's not a problem if I'm running better than you apparently?
this was bench tested in a public black cat with 8 people
idk, i deal with q1 and q2 on a daily basis, so my brain is probs on q1. but fucking 20k is sooooo much more lenient th kloukanvr. like vrc is pushing the boundaries a fuck ton
Okay I guess, related question is, if we do upload a Quest avatar higher than 20k, are Quest users at least allowed to enable it manually?
ye..... still tho
I'm aware they get set to Very Poor straight off the bat, I just want to know if it's possible at all even if it requires overriding the safety setting.
yeah they can enable it manually
To give you an idea of how much the Quest 2 can handle, you can handle WITHOUT the need for SteamVR or SideQuest, a public black cat with 8 people that have over 200k poly a piece and particles
Just know that until they change the rules, you're going to be limited unless you know the work arounds which is considered taboo.
and they said they intend to remove Very Poor avatars off Quest entirely in the future.
ye, i refuse to believe this
@sand mantle then get a Quest 2
also, these rules are basically nothing
I thought particles were removed from Quest avatars?
no
@civic gale they aren't but their transparency is the issue as well as putting a single particle will immediately make you Very Poor
now this is just what a crasher would say lol
they did this because of crashers if im not mistaken
i can literally link you in their manual where it says they will remove very poor avatars
idk, these rules are very leniant imo, other games would ban you for going as high as the medium rank limits
They aren't really lenient at all, they keep limiting Quest more and more
If I can run over a million polys and be just fine, then 20k should be lifted to it's original state at least to when it was allowed to be 100k
bro, dev for another quest game, you will feel either enlightened or literally destroyed
as a Quest 1 i understand completely the way you think
but get a Quest 2 and then we'll talk
quest 2 is stll baby. it is obs like 20x better, but still got quite a few weaknesses
it's always going to have weaknesses sure, but it shouldnt be compared to the Quest 1
thats like saying because i played Playstation 1, we shouldnt allow Playstation 2 to create better content
i think it should. optimizations imo should never be forgotten since everyone on earth loves frames
I'm all for optimizations, however the current specs should be lifted higher
doesnt have to be lifted to PC standards
just higher than it is now
Can I ask as well, are there any hard limits on texture sizes uploaded to Quest avatars?
i feel like shader limitations should be lifted. every other mobile game have more shaders to work with
Can I atlas a bunch of stuff and make it one big 8K or will it get squashed no matter what?
if the avatar is above 10 MB. then yes
You get 10 mb for your avatar's size. As long as you compress your images you're fine. dont leave them uncompressed.
yes
Okay so it's a filesize thing but not a texture dimension thing. Nice, I can work with this 👍
also another thing: freaking 10 MB is freaking huge
the shader thing should def be lifted.
10MB is small as hell
you got PC avatars going up to 1GB
like AS would ban you for 20 MB stuff
ok, but who is going to sit there waiting for that avatar
you'd be surprised
i wouldnt lol
There are quite a number of people that I could list off that would sit there and wait for a 1GB avatar
For a Quest 2, I would bump it to something like 15MB
not that much, it's to make room for some animations
dude, so many people would finally just leave the game
I wouldn't see how a lot of people would leave the game if the specs rose for Quality of Life.
40 still sounds super bad
Not as bad as Quest 1 at 12 fps by themselves half the time lmao
would rather have 120 fps wherever i go
Can quest do a single directional real-time light if most of the world is static and baked shadowmapped? Or does it still kill FPS? I have no quest.
if its like actually "1" then it shouldnt be too crazy
if a quest user comes back saying theyre running below 15 fps, then something might need to change lol. but 1 RT light should be ok
you can have multiple RL in your World ..... as long as only 1 is Active at a time.
Right. Thank you
I feel like it should be obvious,, but I can't seem to find out why the controllers are gray upon booting up the game, it wont let me select anything so I'm curious, does anyone know the fix for this?
nvm game just needed a update
While hopping through worlds, my quest 2 VRchat app suddenly took me out and directed me to the home world with a message that says something like ‘you’ve run out of ram, taking you back’. How and why does this happen? Is there a way I can force or find more ram allocation for VRchat in quest 2? (I.e by shutting down unessacery quest 2 bg processes)
All quests are the same. You have as much ram as you have. VRChat is filled with user-made content and not everyone is an expert game designer. Often quest worlds will require more ram than the quest physically possesses, simply due to lack of forethought. These worlds would normally simply crash the quest but VRChat has some exceptions to recover by pulling you out.
The solution is don’t go to that world. Feel free to report it for performance.
Though - make sure you are not crashing due to unhiding - or wearing - laggy avatars. That can make you run out of ram anywhere. Stick with medium or better.
Thank you I’ll keep that in mind 🙂
How do you get transparency in quest worlds?
Thanks for the explaination, appreciate it!
Thanks. Although setting settings with medium sometimes makes me feel like im in the I, Robot movie with all the robots at times lol. Guess I have to stick with it.
Alright so I am a new avatar creator trying to make a particle effect for a Rasengan on quest, and I have been very confused with how to port it to the quest since everytime ive tried, it has come out looking blocky and discolored, this is the kind of effect i want to make, (this version is another avatar that is on quest with the ability, and looks the same on both platforms). also what should I do about shaders?
So naturally you won’t be able to make particles transparent because the developers removed the feature for Quest. However there are some tricks to get it to work but you won’t find out how here i’m afraid. You’ll have to find alternatives for now like creating animations with meshes etc.
so why is cash clering broken?
What is cache
@smoky heath @left holly Couldn’t you just use a single additive particle set to billboard? I mean, it’s not going to look fantastic, but it’s a decent compromise.
Particle/Additive isn’t actually meant for avatars. Does it actually work? I’d be surprised if it does.
It’s a VRC default shader, so I’d assume it works. I’ve never tried it though.
I’ve seen Questies with particles before.
Not everything in the VRChat shader directory works on avatars. Some are meant for worlds
Particles are allowed on quest, but transparency is not. For custom shaped particles you are meant to use a custom mesh shape
There may be workarounds to get transparency working on quest avatars, particle or otherwise, but I don’t think it’s intended and would expect it to magically stop working one day.
Worlds are a different case. Transparency is allowed on quest worlds, as well as full on custom shaders (but it’s easy to lag a quest with custom shaders if they aren’t made with mobile in mind)
That's the trick though; Additive & Subtractive particles don't use transparencies; they use Blending Modes.
They still have to do an extra pass per overlap, which is the same reason why transparency is so bad.
and yet every quest game features additive particles in abundance for stuff like guns and fire. 
Which is why it’s allowed on quest VRChat worlds
But try to find one quest game that uses it on player models
whether it's on a character or in the environment is irrelevant
my point is, why even let us use particle systems on quest avatars at all if they wont let us use particle shaders.
particle systems aren't skinned mesh renderers
ack, anyone know any shaders that are compatible with quest uploads? the default ones suck and ruin the avatars face structure, some shaders also seem to ruin the shoulders when in vrmode
nope you can only use the provided shaders
welp back to blender, this is true pain
Alas there must be a way for avatars to still look good on quest without the use of special shaders
well for one model your stuff in the way where it's not dependent on shaders to cover up modeling problems
not to tell your model is necessarily bad just a toon lighting setup can hide a lot of inefficient modeling choices
whenever those moments when particles are done right, are done right. but those moments are rare though
with the avatars i use and how many assets they have i could cook anything on the top of my oculus
@heady wing I've never personally noticed an issue with transparencies; but I'm sure that they've blocked it for a reason. A while ago, I looked into it. I remember reading something about how Android hardware just has a really hard time reading & writing to the stencil buffer. I don't think the performance overhead is wholly related to the additional draw call.
i acc did a cube test with a cutout image of the mute button, and according to the docs and ru, if you over lap them, the system cant correctly keep the transparencies without heavy system usage. so i did a cube test with 10 and 50 overlaps in vrc and kloukan, and there acc is a slight performance hit. but ofc, this is a forced performance test. no one actually overlaps transparencies like this. thats probs why particles are so weird on vrc quest because people might overlap particles
also tested this on iphone 5 and X with the same set up but with apple apk. same thing occured but much worse
Yeah. Standard lite with half emission looks good. Or Matcap with some well-made directional lit gradient matcap. Can also use matcap for outline shaders
Honestly matcap is all you need in most cases
You just need good Matcaps
Wait for real? matcap for outline????
HOLY shite thanks for this intel
do u have more tips
would the hypothetical matcap need to be made on a per avatar basis or could I just find a good one and use it
Im not even sure what matcaps are to be perfectly honest
matcaps is like applying a reflection probe/cubemap but using a direction eyeclapse (not sure if im using proper terms here) and are usually the best when it comes to avatar creation on quest
im not 100% but theres been talk of being able to do more than 1 matcap and mask for quest avatar shaders but I don’t know. itd bloat the avatar size
MatCaps are literally a picture of a sphere
And the shader uses that image to shade the object like the sphere
It can look absolutely amazing although the lighting depends on which angle you look at the object but people tend not to care very much about that
Here’s a basic two tone toon lit matcap I made for Mobile/VRChat/Matcap
Put it on a quest Avatar with that shader along with your diffuse texture and you immediately see how it works
It’s like a ramp texture except 2D
Ill have to try it in practice to fully understand for sure
standard lite with normal maps and metalic/smoothness maps and ASTC texture compression.
although i gotta say using matcap as a ramp map is pretty clever, i'm just not into toon shading.
absolutely pog
my model is certaainly not entirely for quest, but surely it should stsill aallow me to upload it right?
ive done it before on another avatar but it wont budge on this one even if the isssues are the same as the other file
the Avatar has far too many triangles bones and materials
If you have any other avatars in the scene disable them. If just one of them has a SDK error on it; it’ll prevent you from uploading anything else.
As a side note that avatar is really poorly optimized for quest.
yea im well aware of the poor optimisation, just more a test of concept
and oooh i haave 2 characters in the scene
ill ssee if that fixes it\
oh! thaanks so muhc
now i can work on optimising and not have to worry about all the rest
kinda the best i can do without turning everything off
you're going to have to take the model into blender to do more optimization
Anything very poor isn’t going to show up for others, only yourself, unless they manually force your avatar to be shown
And they did give a warning that avatars with very poor Quest blueprints may be removed in the future, so keep that in mind.
(I’d assume they’d just remove the quest builds rather than the whole blueprint but who knows)
what's the limit for quest?
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...
just checked other models i have as favorite. i have some with a huge polycount, so it doesn't seem to matter too much, but i'll try to keep it low anyway. my character has a lot of hidden polygons, and i should get it down pretty far by just removing those
take it into blender and join the meshes
anyone know a quick way to optimize this model? 😅
doing it manually will take a lot of time. it has a lot of hidden geometry as every lego brick is a full on model
do the faces, or the tris matter in optimization?
tris
finally got the model below 20.000 tris
Hard to tell from looking at the picture on mobile, but that looks like it has a LOT of beveled edges, and the circular parts look like they’re using 32 sides, even for the thin ones. I wouldn’t be surprised if you could get it down to below 5k triangles by using that as a reference and then reblocking over the model, but without making internal faces or adding bevels (and using 16 sides for all the circular parts). Then you could normal bake it against the fancy one and you’d still see all the grooves between pieces, making it still look lego-y
i got it down to around 20k using the decimate modifier on every block, limiting the angles between faces to 30°
before it was like 72k
christ
would you mind showing the wire frame so we could see where there's loupes to dissolve
Or if the model's publically available, just a link to that
but currently having look on the screenshot that appears the cylinders are like 32 sided
Those are old guidelines. New ones are 7500 max for excellent, 10k max for good, 15k medium, 20k max for poor.
And 10K or better to be flagged as a secondary fallback, but that’s not needed for built-in quest versions
Oh! Where’d you read that? Are the developer docs outdated?
most likely
They are up to date from what I see! 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...
If your SDK is old from before the new ratings, it will use the old ratings
Share this to another server lol
aaaahhhhhh I see that's a different place than where I was looking
Creating content for VRChat Quest is a challenge-- you have to create attractive, compelling content all the while keeping the content optimized for a mobile device. These are the same challenges that game developers must deal with while building for mobile. Here, we'll give you some general guidel...
looks like they haven't reflected those changes here
i honestly think moving the limit from 10 mb to 15 mb would be very nice and have a minimal effect on performance
i do have a very hard time working on quest models it always kills my mood after making a nice pc avatar
i would like to get better at making quest avatars
Have to consider two things there. The 64 GB version of both the Quest 1 and 2, and the limited amount of RAM they both have, particularly with the Quest 1.
With the storage limit, let's say you go to a world and there's about 20 people there that has a Quest compatible avatar that's about 15 MB. Just with that you would use 300 MB of storage, and with VRChat it's not uncommon for people to world hop so this would quickly fill up the available cache.
Now, that may not seem like a lot, but you have to consider the 64 GB is for other apps too. VRChat can't just take up as much as it wants here.
Additionally, it's not uncommon for people to use Crunch Compression for Textures on Quest. People don't tend to understand how this works, here's a explanation. ** And this is just an example**: let's say you have a texture which is about 20 MB in size, and after crunch compression it only takes up about 2 MB.
The problem is that after this texture get's loaded back into RAM / VRAM it then takes up 20 MB again. The 2 MB space is only for downloading it and storing it.
So increasing the limit to 15 MB would cause RAM to fill up faster as well.
with that in mind my opinion has stayed the ram already fills up very fast but i could be completely wrong. i'm just bad with quest avatars
i think we should be happy that its 10 mb and not the usual 1-2 mb most games give you
yea vrchat is my favorite quest game
also my textures are under 2 mb my avatar is just to big
how big is the avatar by itself?
12 mb but i can fix that i was just sharing my opinion
thank you guys for the info tho
question
I made my model with various objects, to make weightpainting easier and all
however, as you all know, excellent performance quest avatars must only have one object
you can join them before export
how do I join the meshes together, whilst preserving the weightpaints?
if you combine objects they'll keep all of their weight paints
i tried using Ctrl+J to combine the objects but it wouldn't let me
what should I be doing instead?
weird it worked for me
forget it, it worked now
(why it didn't work earlier is a mystery I don't care about enough to find out)
in any case, thanks
ah, also
there's this thing I asked in #avatar-help , but I'll ask here instead
to keep everything with the minimum amount of textures and materials, I put two different skin tones in my texture sheet
I also made two UV maps, one with the skin over to one colour, the other with the second colour
I do not think you can do any UV swapping with the provided shaders
is there a way to toggle between one UV and the other in Unity? And, if so, is that feature Quest compatible?
I see...
in that case, is there another way for me to do this?
you might want to just upload 2 different models
yeah but it's definetly possible to have the skin colour as a toggle
I know because I have used an avatar like that on the quest
I suppose you could toggle blend shapes but that might be a bit heavy doing that with two sets of fully animated faces
blend shapes? How do I make blend shapes shift colour?
you have two duplicates of the face
oh, right
but I suppose you could just try a material change animation instead https://www.youtube.com/watch?v=XESsZNcX0NI
how to change your material through an animation in vrchat
as the blendshape method would be bad for performance
as you're essentially doubling the cost of your face
I see
but this would need two different materials
I suppose I have no choice, do I?
I can only make bad performance in either possible case
so honestly the two avatars might be the least awful as far as runtime performance
i suppose so
In poiyomi you can select the uv where you select the texture
Poiyomi is pc only tho
It works in worlds, though it’s not the most optimized for mobile
You’ll need to modify
Not recommended regardless
it does not work period: returns null on android
I found it worked in my world just fine it just was not performant
i would not recommed modifying such a massive shader as well. at this point, making a shader yourself would be easier
was it toon or master or pro?
they should all return null
Free
so toon?
Yes
hmmmm
On avatar SDK they come in as pink
But in my world they remain if they were already locked
No idea if quest actually sees them, 1.) I don’t have a quest 2.) I didn’t use them anyway
plus im pretty sure vrchat worlds have fallback shaders as well. as rero will look like actual meshes in unity, where as in game: completely invisible
fair
but as far as ik, poi would always return null (which can be used in very stupid ways)
yeah, I wanted to do it on quest, though
oh well, we'll just have to do with blendshapes
I'll be honest I thought I had clicked on the other chat not this one
My b
no worries, no worries ^^
Material swap animations don't add to the overall material count so you can have color changing without risking performance
but for the material to swap, shouldn't I have two materials, between which to swap?
That 2nd material is only for animating purposes, it's not adding to the main avatar, it's swapping
I'm not sure I get it
Creating a 2nd material in Unity doesn't change the material count of your avatar is what I'm saying
Those are the same thing
Either way, a material slot is not added if you create one in Unity for a material swap animation
My most recent avatar allows you to choose between 9 different colors for a mug but the mug performance is still 1 material
It's not the same thing. In unity you can have those 9 materials that animations slide into 1 material slot. I feel like we're on the same page on functionality but not on how we define the word
If another material is added (not swapped) that would be through Blender
I see what you mean
ok, I'm reading everything you're saying
I'm a bit confused on the execution, though, but I'm sure I'll eventually figure it out
let me just write here some words to make a marker: skin colour toggle
It would work the same as the mug. You'd do a little texture editing (like with photoshop or gimp or something) to change the skin color. That texture with the new skin color would be assigned to the 2nd material to swap during animation
A 3D model with bones
oh, ok
"Optimizing avatars for quest is too hard" they said.
The glitch were you switch to a pc avatar to a quest avatar
And it says perf blocked
Only the EBoys and EGirls be acting like that because of laziness and how unoptimized their avatars are with their 20 materials to make the avatar look normal because of bad texture work and hundreds of dynamic bones and colliders 
The fix to it is to spam show and hide avatar until it works again
or just rejoin the instance
This is so annoying, whenever you switch from a pc only to a quest/pc it does this, sorry if I'm out of the loop but was there any updates why?
Has anyone used VRChat/Mobile/Particles/Additive on a Quest avatar? It works in Unity and on desktop, but shows up as a solid lukewarm yellow when playing in Quest.
I'm trying to get my avatar's blush to render through on top of the cheeks like this...
you cannot do that as basically no transparency is allowed on Quest avatars
best idea i can say is repaint the blush to be the same-ish color as the skin color
so it looks transparent, but its not
It's not transparency, it's additive blending. It doesn't make sense why these are included on Quest if they don't behave as they're expected to.
its for particles
Sooooo...again why are they included if they don't work?
It just doesn't make sense. I know I've seen Particles/Multiplicative work on an avatar in Quest mode. Why not Particles/Additive?
because they are the additive varient
its technically the most dangerous shader you could put on your avatar. if thats what youre getting at
🤨
They are for worlds, not avatar. Actually none of the transparent shaders are supposed to be on avatars.
Idk if I have sent this in the wrong channel but I asked about it in #avatar-quest and I realized it's about Optimization. So I am asking it here
Hi, I am needing help with uploading an avatar for quest. Is there a tool for unity to optimize the avatar and make the avatar file size less for quest?
this blender tool can help you make lower poly quest compatible avatars
Tried that
@humble canyon
The avatar is still over the size limit for quest which is 10 MB
did you do any texture compression
Huh?
hello I have a problem connecting my vrchat account on my oculus quest 2 an error message tells me that my password or my username is incorrect while on my pc everything works I would like to have help for this problem thank you for advanced
@crystal tiger the Bake page has some details on it, but youlll wanna set your textures to Crunch
I have a matchmaking issue with VRChat. basically, I connect my oculus quest 2 to my pc by using virtual desktop. It works and vrchat works, but everytime I join a public server, I always end up in a server with nobody inside. Can Someone explain to me why is this happening?
It sounds like you opted into the beta version
Beta testers can only see other beta testers
Or they need to update the game because sometimes not updating the game can lead to not seeing other players
you can go one step further and go to the windows override for textures. and set it to "RGB crunched DXT1" or "DXT5" and thatll compress a lot. for quest, force override -> ASTC 4x4 or 12x12 (12x12 i belive is the most compressed format on 2018)
Mhm
in 2019. i think its "DEX" for android but icr if thats the actual name
do not use DXT compression on quest, it is not compatible on quest hardware
if you want crunch compression use Crunched ETC
for clarification: DXT1/DXT5 is for pc compression
Ya know quest optimization is strange cause everyone has to use less polygons, certain shaders and miss out on alot yet I have an avatar with 800,000 Polys.
Huuuhhh?
That means you did something wrong, and will probably crash.
Nope it works completely fine
That 15,000 'limit' is bs for the quest platform. Probably summin to do with Quest 1
the current limit is increased from the quest 1
Although triangles aren't that big of an issue, I really feel like you also have 50 materials or something. And Oculus recommends at most 1 millions tris per frame to get 72fps.
And the VRChat recommended limit is 20k.
And file size is also a big issue there.
as there's no way to put SD cards in the quest
If it's above 10mb, no one on Quest will see it besides you.
They don't have a choice on that, it's forced.
vrchat has to work on 64GB
Oculus is making 128gb the standard soon, but many do have 64gb already.
yes they probably have like a million or 2 64gb in the wild that are not going to go
ASTC is what quest development docs reccomend anyway. Generally if your smoothness/metallic maps are just one per surface, you can compress as much as you want without reducing quality
There is literally no reason for an avatar to be that big. People need to stop putting 50 thousand toggles on an avatar. There is pretty much no time where you need to change outfits more than once where you can't change avatars.
You need to have no dynamic bones, no shaders, rarely use materials.
It doesn't matter how many polys you use as i have multiple avatars that push 200k+ polys.
That 10k is more of a recommendation more than a limit
vrchat documentation note that anytime they can remove the ability to view very poor avatars at all on Quest so you probably at least want to consider not having a stupid amount of triangles
so pretty soon that might become a hard limit
okay checking the beta SDK for 2019 it appears that's when they're implementing it https://i.gyazo.com/37bdb60cb4d2b2b37ac4b917da4b1dfd.png
thats not what you want to see lol
personally I'm not surprised
those patch notes are very outdated and havent been updated in years, you're looking at the update that happened in 2019, and not for the Unity 2019 upgrade.
https://docs.vrchat.com/docs/vrchat-201924
and as we know, this behaviour has since been changed to allow quest users to manually show avatars that are very poor
The version numbers references a vrchat update, not the unity version vrchat uses, and the release candidate for the unity 2019 update is 2021.3.2
thanks for the clarification
thank god
any unity plugin that squeezes polygons out of my models?
holy fuck, half of my quest avas wont render anymore
this is gonna be a blood bath for so many "quest compatible" avatars
okay apparently that was an out-of-date sort of sdk message so you're fine at the moment but probably a good idea to optimize in general
Doesnt change the fact that it will come. Phew, dodged a bullet i guess
Thing is most avatar bases i have dont even offer optimized versions for pc. Or have like 15 material slots on the worst ones. If vrc doesnt offer or link a mesh/mat combine tool they shouldnt consider removing the possibility to render those
Blender 🤷♂️ maybe when the day comes verypoor is dead. And yep ive heard of cats often enough. Thx anyway
Why would cutout be expensive as a shader type? It would make things a lot better for making quest avatars, it can’t be thaaaaaat bad
It’s just cutout
Oh, trust me. It is that bad.
Not if it’s layering once, but it won’t be layering once knowing the nature of avatars on the quest version
Every time anything transparent layers, it has to go back over and redraw those pixels, mobile hardware sucks at that for whatever reason.
And if you have a lot of pixels, it slows down a lot
A good example of this is any old-style version of Doom running on the Quest.
Lots of transparency on sprites to make up for a lack of 3D rendering.
It runs at about 30fps, first-hand experience.
Well is there a way to make my stuff cutout without… Making it difficult? Lol
Yes, blender knife tool, adds a few tris but still performs way better.
You literally just cut out the transparent stuff
I could ask someone for that… Thanks for help! :3
No problem! Have a nice rest of your day.
You too
What doesn't make sense of that the Oculus quest has the capabilities to run a lot of these "very poor" avatars fairly well. I might be missing something but at least as a player i haven't seen any issues running a 170k polygon avatar with many of the extra shit it can do.
I think VRC devs should create a program designed for building avatars and such. That way it can be easily done, shows how the avatar will turn out, and can be used to upload directly to VRC.
yeah quest 1 would struggle with avatars that big but I would say very poor should be atleast good on pc
Ive seen old mobile games have higher polygon counts running at framerates better than vrchat with all them optimised shitty avatars
yes I have tested them games on old tech to prove
are you sure this actually higher polygon counts and not just normal Maps
I rip models from mobile games
Ever wonder why My avatars look good after optimisation?
also question how many characters on the screen are those mobile games pushing
like grabbing a character from a one-on-one the fighting game isn't a fair comparison
Unreal boxing 1 and 2 are part of my list
I remember 1 was rocky
Example of the game
Yes this is in game graphics from a video from 2015
probably most of those background people are pretty low poly and or cardboard cutouts so that's probably closer to the fighting game example
Its bad I'm used to about 15 fps on the quest(2).
Literally anytime in VRC when I get like 25~ fps I just move my arms around surprised by how smooth it is.
I cant remember, is there a hard cap on material slots on quest?
That picture doesn't really tell me if there is a hard cap or not
nvm ill just go to the docs
well probably no one would be seeing you if you're very poor
especially since on Quest you cannot use custom shaders so there's no reason not to Atlas everything
yeah basically no excuses
especially since these days if you're lazy you can just use vrchat cats baking and have it taken care of in a few steps
I just dont like using the cats atlas thingy because it tends to squash some textures real small, way smaller than they originally were causing loss of detail
and this is while there is still like so much free space on the atlas
I was more thinking the cats baking than the atlas tool
There isnt
but everyone would probably have a miserable time if you showed up with a very poor Avatar with 64 materials
Are Quest shaders not supposed to cast shadows? I'm making a world rn and when I try to optimize it for Quest the shadows just disappear
looks like someone hasnt played quest
not every shader has to be quest ones
on only avatars
This is what it looks like rn. The man is just a size reference
It looks much nicer now
put the real time to about medium
Does Quest support fog? I want to keep this
good
They dont on desktop
I don’t believe there are any hard caps except things that are not allowed at all (non-whitelisted components), otherwise being very poor just means only visible to yourself. Going over 10mb also means you can’t even see yourself
The SDK tries to block stuff over 10mb, but it won’t always catch it. If it does get in, it still won’t load
As someone who has only ever used standalone quest, most quest avatars are very poor quality, everywhere I've been, you join, then allow avatars. As long as it drops less than 6 frames existing most quest users are okay with it. Most of the people I play with seem to have an average of 60k polygons, 5 materials,
and 3-6 meshes and skinned meshes.
also usually about 300 bones.
On average, in quest compatible worlds, mind you, its more rare to see a 'medium' or 'good' avatar than it is to see a person with fbt.
I would love to see some optimized avatars, but the fact is, most aren't.
So don't kill yourself trying to get 'good' performance.
that sounds very frustrating especially since like the cats blender tool that pretty much everybody has installed has a make 'good' Quest Avatar button
It sucks, but 98% of the people who use those avatars don't know how horrific their character is, and/or they have never had a unity account.
And since they get most, if not all of their avatars free from worlds or others, they can't ask the creator to try to optimize it.
and also I suppose if you're using Quest Standalone you're less likely to have a PC to even run Unity
I don't have a computer, and nobody with just a quest does. if anything at all they might* have their parents laptop if given permission.
yapping about the only tool for like no pc Quest Avatar generation doesn't do anime style
yeah.
and unfortunately that's not just something someone can write a Unity editor extension to fix
Nope, and part of it is that no quest user know that their 770k polygon, 32 material avatar is bad for performance.
It mostly comes down to people not giving a fuck.
That be the creators or the wearers.
then again not surprising considering how many folks are still running around in Mmds
I have been crashed so many time on accident. just allowing peoples avatars.
I'd suggest checking Avatar stats before turning on avatars
I wish they would add a hard cap on the models. There is NO FUCKING WAY you need a hundred and thirty-two thousand polygons for any reason.
I already do check stats before allowing.
Although i swear the stat counter lies. Sometimes it says decently optimized and gets me to slideshow mode.
And I have a friend with a 2.6 million polygon avatar that drops no frames.
curious if it's only one or two materials compared to 40 material 70k
Im not sure whick stat lags exactly, but from what I've seen, skinned and normal meshes, bobes, and materials are big contributors to lag.
bones*
I have no idea the difference between a c and a g, but that sounds about right.
not that it would be relevant on Quest but on PC it's easier to fix GPU bottleneck than CPU from a user standpoint
as you can just like lower the render resolution
but it's harder to tell it to say have less materials because that's entirely on the creators
In short: you get fps or avatars, not both.
and CPU bottleneck is the reason there are no Dynamic Bones on Quest
it's possible to make nice avatars that don't take the framerate but that would require you know to actually how to make a model not just glue random MMD Parts together
dynamic bones are sick, and if they were allowed on quest I think it would handle it. the problem is that people would put six million and lag the shit out of it because laziness or inexperience.
like here's an example of an Anime Avatar actually optimized for Quest
yeah, it's even a default fallback option.
the new Dynamic bones replacement vrchat developing they're looking into it and run on the quest because it is like 10 times faster than Dynamic bones because it can do multiple parallel processes
So one day in the avatar-optimization channel Jamie Vatarga asked me this question:
"Hey Tupper, is there a detailed explanation we can link to people when the topic of dynamic bones and colliders come up? Because since the performance ranking system, we see a lot of people in chat say things like 'they have virtually no effect on performance'....
a video explaining why the current Dynamic bones are bad for framerate
I feel like in moderation dynamic bones are good. I.E. those dangly straps on the end of hoodie sleeves I see a lot, or something like a skirt.
skirts are places where they can easily go very bad
especially since apparently you can achieve similar results with rotational constraints that are less heavy
ice seen that a lot in flat screen games.
like even in the video announcing the physic the dynamic bones replacement they're like don't use it for skirts where you put a bone every couple of inches
hopefully they're compatible with Quest physics bones but even if they're not all be happy as a lot of my friends have their avatars in the very poor stat from Dynamic bone related stuff so their avatars would probably perform a lot nicer with physics bones
as they're mostly furry avatars so it's like one or two materials
Honestly, I'm not the most furry-friendly person, but every furry I've seen is Al least halfway optimized, so I e grown to enjoy them.
Don't take this as hate, more of a dislike. I don't go out of my way to be an asshole based on appearence.
that's because all the furry models are made from scratch for vrchat not 10 year old models intended for a application that is only rendering like two avatars at once for music videos where it doesn't have to be real time
yes. I like unity in where you can just put any model in and work from there, but when people blatenly copy and paste, line up the hands to be moved, and hit 'go' it's so annoying.
completely unrelated, my dog just ate a toad.
like vroid studio which also generates anime avatars was actually designed with vrchat in mind so you don't have outrageous triangle counts and it has a built-in material combiner
and poor toad help your dog ok
she does things like that all the time, she'll spit it back in in a few seconds.
she's a rescue, just go with it.
yes
Did they remove shadows all together on quest?
20k poly 1 shader not compatible (can't lower because it look like nintendo64 if I do)
They did they removed shadows and they removed real time reflection probes
when will quest get dynamic bones
potentially when they release Avatar Dynamics as they mentioned they were looking into it when they were talking about their new dynamic bones replacements called physics bone but dynamic bones the current Unity add-on are unlikely to ever get on the quest
as they're just too slow for the quest
ok
and pc sometimes
you can go above that but itll be hidden by default
dont know what the hard cap is these days
and the content rating system page has a note that they might hard-cap it whenever they feel like at 20k
But they might reintroduce it at any moment.
true
not sure why ya didn't ping me, prolly cuz of the etiquette, which is appreciated, but next time please turn the pings on so I can see :P
I think they should have hard caps that are like 5-10x the value of the poor standard
got on my quest earlier which i rarely do and checked out a random avatar world i saw
was getting 72 fps as it was just a box. picked an avatar and fps dropped to 15 fps
removing the hard caps was a mistake

more customizable safety settings could hopefully fix that. specifically honda style safety settings but not hard
How many draw calls is good? I got 8-9 (depending on a toggle) on Quest
Not an expert by any means but that seems quite a good amount
Especially when you compare it to all those verypoor avatars quest people tend to use
I dont want to even know how many drawcalls
Thanks lmao. I'm happy to have a "poor" avatar... Anything that isn't verypoor is good imo
Nah thank you for making quality content
:3
What kind of PC should I get to run the quest 2 optimally?
Mine just stutters and lags a lot and I want to fix it, I run off a GTX 1660 ti and an AMD Ryzen 5 2600 cpu
I was considering just ordering another headset or either just upgrading my PC specs
No. Shadows are intensive but can be used if the world is otherwise very optimized
I would not recommend using them unless you actually have a quest and can verify their performance
You can also lower their render resolution
The next upgrade for the gpu id get would be an upper 20 series gpu or lower 30 series
not very versed with cpus but try to get one with at least 8 cores next
i want to remind yall that vrchat has the highiest quest limits compared to any other social game
iirc. it was a facebook agreement that made vrc go green
out of curiosity did you check vrchat World tool kit if any of the textures are taking up too much space or you just have so many of them
and I guess second question do you have lots of uniquely textured furniture on your map
have you tried making the pictures half-sized on Quest
Are they crunched?
does lightmapped work on quest or no
for worlds it does, as that's a world shader
Your model likely has vertex colors then
i dont even know what that means but thx
ok ill try to, thx
When are vertex colors used?
Seems like they are just another nuciance to people but they have to have some practical purpose right
Theyre pretty annoying when you use quest shaders
Got them on at least two meshes so far
I just tweaked Standardlite so theyre less green now
Since i have no clue how to edit those in blender 🤷♂️
You use them for specific stylistic choices, and can be used in shader for other reasons, just commonly used for color.
I've got this for an avatar. It's not quest compatible. I heard that pressing the 'switch build target to Android' button might be necessary, but an error comes up when I try to do that. What's the problem here, if anyone knows off the bat?
there aren't any problems on display there as that yellow triangle is a just so you know message not stop you must fix that kind of message which are the red icons
Whats the error 👀
you can message or call me for it, ill try my best to help. also watch this video on how to make your avatar quest friendly https://www.youtube.com/watch?v=lGaQxnNhJn0&t=273s
In this VRChat tutorial, I'll show you how to create a version of your PC avatar into a quest compatible avatar. We talk a bit about materials, matcaps, and limitations of quest avatars.
Thank you for watching!
Matcaps and Poiyomi Toon downloads: https://www.ask-amber.com/downloads
Follow me, and support me on Patreon for exclusive assets! h...
that tutorial does not show any Quest optimization just how to get it to upload on the quest as it uploaded with 70,000 triangles and 15 materials
fair point
but still would've preferred a tutorial that actually mentioned how to optimize for the quest like there's no excuse to not like at least make a texture Atlas so you're not running around with like the entire budget for materials for avatars
This statement was more about how Gemua said that the video was how to make a model "quest-friendly", which is not true, while the video said "quest-compatible", which is true. But a tutorial actually telling you how to optimise would be better, yeah.
I'm pretty sure the problem is that I didn't have the Android Studio SDK for Unity, and couldn't change the target platform.
Yeah it just errors that it cant switch when you didn't install the android target module
Im a little confused. I try uploading a quest avatar, but its 12 MB's. So I delete a mesh on the avatar and then thy uploading again but it still says that the avatar is 12 MB's. This mesh had 1 material with 1 texture so my assumption was that removing this mesh would reduce the overall size of the avi
The majority of the filesize with avatars comes from the TEXTURES
Deleting meshs usually dont do much to filesize at all
That texture needs to be crunch compressed if not already and if its still not below the filesize then you might need to lower the resolution a bit
clicking the texture and looking in the inspector tab on the right will show options to do the actions I was talking about
I have every texture on crunch and that apparently reduced the size of the avatar by 1 MB. Is there something else here?
Has to be
If you import WorldToolKit into ur project you can see what exactly is taking up all your filesize
I'm trying to get my avatar to quest as a fallback but i'm having some issues
it shows in blender that it has 20k tris and on sdk at 120k
20k tris is still too much for a fallback avatar, fallback avatars need to be good at least.
You should probably check for other meshes, such as different clothes, under the avatar though.
Who wants to share games I need help I have no games on my oculus at all my brother rebooted it
wrong channel
Yo hop off my cock
#general-media lol kys
okay so im trying to get my avatar to quest but this shows up
if i auto fix the mesh vanishes
first time this has happened and i have made quest avatars in the past aswell
Is this before or after beginning the upload process (pressing the button to get to the upload UI)?
I uploaded the model to pc and now trying to upload it to quest
Does it show up before, or after pressing the "Build and Upload" button.
before
Ok, try updating the SDK, if it's still there, try uploading anyway.
If it doesn't work, make a new project.
No problem!
next time that happens just close and reopen the project, seems like it was a malformed avatar error and simply doing that makes it go away
I sometimes get that error when changing build target and deleting the SDK folder and importing it again also fixes it
hello?
just trying to optimize an avatar in general
what's the current state of the avatar
but if you're wanting something relatively easy to optimize at this tool is quite handy https://github.com/GiveMeAllYourCats/cats-blender-plugin/wiki/Bake
its in a state where i reduced polygons but idk what to do next..
probably that would be combining the textures together so it's one big texture
howww.. do i do that>_>
Have any questions ask away
In this video I will be going over how to install addons like cats/material combiner then going over how to make a atlas for your avatar.
blender 2.91.2
LINKS:
blender https://www.blender.org/download/
cats-blender-plugin https://github.com/GiveMeAllYourCats/cats-blender-plugin
material-combiner-addon http...
I've gotten everything on my avatar optimized for quest except for the shaders. When I switch to the vrchat mobile shaders, my textures get wrecked and I cant find a way to fix it without switching the shaders back. Does anyone have any ideas?
Since the quest shaders don't support transparency, you'll have to take it to blender and manually use the knife tool in edit mode to cut around the transparent parts
Ok, thank you!
Anyone know why I can't see most people's avatars? I thought it had to do with the safety settings, but after messing around with those, I still can't see them
if you're on quest, avatars that fall under higher preformance ranks you have to be mannually revealed by clicking on them with your menu open and selecting "Show Avatar"