#quest-optimization

1 messages · Page 10 of 1

tired python
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by deleting polys?

sand mantle
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im not sure howmany polies youre at but cutting it out in blender may be a better idea

tired python
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ill try to see if it will be optimized enough with 2 meshes

sand mantle
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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

tired python
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oh alright , additive makes everthing go ghosty

sand mantle
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uh oh. seperate meshes option?

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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

tired python
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separated the meshes

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but particles are still ghosty

sand mantle
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hmm, check if the image is slightly transparent where the cloth is

tired python
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no its only ghosty when i apply the shader

sand mantle
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im not sure then. ive never had an avatar have transparency like that with any of those shaders so it shouldnt be doing that

tired python
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damn

sand mantle
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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

azure aurora
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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

late spire
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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.

azure aurora
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Could you have me do that? Or help remove the lashes entirely along with fixing the hair?

azure aurora
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@late spire

late spire
# azure aurora <@!136883399800389633>

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.

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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

azure aurora
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The thing is that the animation seem to break after editing the model in blender to remove the lash model

jovial sluice
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Can anyone help me with lowering the amount of materials i have it says i have 21 and i need only 4

jovial sluice
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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

civic gale
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@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.

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Also you'll need to reduce that polygon count, 38K is like six times the recommended amount for Quest.

next hearth
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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?

sand mantle
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no alpha channel and its only a rule for avatars

next hearth
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ah ok, thanks

shadow quiver
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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?

shadow quiver
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ok, now it won't upload at all, is stuck like this ._.

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weird because I was able to upload normaly before...

autumn violet
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I can see the windows error code at the bottom and that one means you don't have enough space on your c drive

shadow quiver
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oh?.... oh yeah

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I tought this meant I was missing something...

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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....

autumn violet
shadow quiver
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alright, I,ll try it

shadow quiver
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... weird... I uploaded it and there are no errors

autumn violet
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You showed a picture of you uploading a world above? 🤔

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Is it an avatar or an world you are having the problem with

shadow quiver
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an avatar

autumn violet
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Can you select one of the textures and show the inspector tab for it

shadow quiver
autumn violet
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That's the material not the texture itself

shadow quiver
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oh, sorry

autumn violet
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Did you just disable the android override on it?

shadow quiver
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what?

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I didn't touch anything on the texture

autumn violet
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Since you have the tab set to the android overrides I'm wondering if you changed them at any point

shadow quiver
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I only touched the material

autumn violet
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Show me the default tab

sharp bolt
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could it just be the world you were testing that quest avatar in not have proper lighting?

shadow quiver
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no no, it does that with all the worlds

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I tried it

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also default tab?

sharp bolt
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hit the default button

shadow quiver
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oh

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like the arrow pointing down?

sharp bolt
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no, default itself

shadow quiver
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next to the androif icon?

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um... like that? im sorry if im being dumb

sharp bolt
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yeah, that was what he meant

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but I don't see anything wrong with it

shadow quiver
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😦

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then why do peoples on quest see it all black? "im a pc user..."

sharp bolt
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has anyone sent you a screenshot of what it looks like to them?

shadow quiver
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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

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no matter what world they were in

civic gale
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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.

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I don't suggest posting it in the public Discord if you don't want people getting a hold of them.

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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.

jolly lintel
shadow quiver
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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.

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2th- I normally never had issues with my quest avatar's textures, so idk what happended for this one to not work

weak turret
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what's the max vert to make a avatar quest ready?

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or tris?

sand mantle
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20k

weak turret
sand mantle
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poligons in total

weak turret
quiet salmon
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That would be Tri in Blender

weak turret
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ok

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i got my quest avatar to 34031 polys will that be enough?

civic gale
tired python
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Anyone know why particle additive looks like this ?

lone hawk
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because that's what additive does

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it's not an opaque shader

quick solar
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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! 😚

lone hawk
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there isn't really much reason to ever use sdk2 for avatars anymore

sharp zinc
sharp zinc
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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

humble canyon
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no way to do transparency on Quest avatars as it's quite expensive for the mobile Hardware to render transparency

zenith granite
left holly
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No

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Particle shader on avatar become opaque at run time.

zenith granite
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oh

sharp zinc
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From what I seen it doesn't become opaque at run time

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Looks fine in game from when I tried it

wispy epoch
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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.

autumn violet
wispy epoch
uncut bronze
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How i can upload my world as a PC AND QUEST ?? from Unity ofc

wispy epoch
# uncut bronze 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

mint flicker
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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.

sand mantle
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cats plugin is pretty useful

dim bluff
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@mint flicker cats bake does precisely that

mint flicker
dim bluff
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Yeah! There's a 'how to use' button on it...

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but generally speaking, for most avatars:

  • press 'Autodetect: Quest'
  • press 'Bake'
mint niche
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My experience with that has been subpar...

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It works but depending on how detailed the model is, it can absolutely destroy it

lone hawk
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sometimes i have to bake just UVs and then decimate afterwards

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really depends on the model

mint niche
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My issue is that a lot of the time it just removes geometry needed for joints to bend, notably fingers and legs

tawdry lava
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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?

sand mantle
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is your textures compression set to “low quality”? when yoy imported this model, did you tell it use legacy blendshapes or imported?

tawdry lava
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when I imported the avatar it already had a prefab for it. How could I set them to use legacy blendshapes?

sand mantle
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from the fbx file it shouldve came with

dim bluff
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@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

tawdry lava
lone hawk
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turn it on

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what resolution are your textures?

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textures usually make up the overwhelming majority of the filesize

tawdry lava
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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.

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i think I need to bring down the polygons

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ill fix the other problems Im just trying to get rid of that prompt saying its too big

lone hawk
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how many polygons?

tawdry lava
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65k

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its alot

lone hawk
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yeah you really need to bring that thing into blender and bake it

tawdry lava
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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

lone hawk
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ah, do you have CATS blender plugin?

tawdry lava
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no but i've been meaning to install that

lone hawk
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it has a tool to mostly automate the process of optimizing avatars for quest

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i used it on this thing

tawdry lava
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daamn

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cats is used in blender correct?

lone hawk
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yes

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so you will have to import your model into blender and set up the materials in blender

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then use the bake tab in CATS

tawdry lava
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alrighty ill get it setup and to see if I can get it working, ill most likely be back

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thanks for your help btw

lone hawk
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np

lone hawk
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i swear i love cats bake when it works but this is driving me insane

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oh shit dev build lets you manually assign a uv map so i can just packmaster to my heart's content

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we're reaching uv densities so intense they boggle the mind.

sharp zinc
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And that's why you should manually unwrap UVs vrcVard

lone hawk
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now it says "cats UV super not found"

dim bluff
dim bluff
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Uh, are you baking normals? Try turning that on

lone hawk
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No offense indended btw, i love the work youve done to streamline optimization

lone hawk
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i've tried none, unmirror, and reproject and all but reproject produce greyboi, reproject produces unuseable garbage.

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is it because the original model has some 2048x4096 textures instead of perfect square?

dim bluff
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That shouldn't matter, is scale applied?

lone hawk
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Yes scale is applied, vertices are merged by distance, and custom split normals are cleared

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I gave up and baked each texture one at a time by hand

dim bluff
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If you pm me a .blend I can try to debug the issue

tawdry lava
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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?

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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

sand mantle
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try just using standard lite

tawdry lava
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same thing happens

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every single shader in there except lightmapped does that, but I cant use lightmapped apparently

dim bluff
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Are the normals wrong?

tawdry lava
dim bluff
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If you put the camera like, inside the head, can you see the face?

tawdry lava
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kinda? is this what you mean?

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only confusing thing is that it works with pc shaders but not quest shaders

mint iron
robust current
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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

humble canyon
dim bluff
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which I need to clean up for release at some point...

sharp zinc
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can you give me the best avatar creater

wheat seal
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Pls anyone here know how to do uploading of file for quest

lone hawk
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god i love ASTC compression. I wonder why it's not the default compression format on android.

edgy shard
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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

sand mantle
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try clearing your cache

edgy shard
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ive tried that

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ive also tried the dmv router thing but that didnt work either and ive also tried reinstalling it entirely

alpine remnant
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Someone can help me how to reduce ping?

heady wing
livid spruce
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(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
sharp zinc
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are you using virtual desktop

livid spruce
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Hi, uhm oculus app on my desktop itself- launching vrchat from oculus program.

sharp zinc
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so your basically still using quest client for vrc

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or its just the avatar

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making it lagy

livid spruce
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Uhhh

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I tried other avatars

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Even going through default vrc home

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Its just horrible

sharp zinc
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are you trying to play the pc version of vrc

livid spruce
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Vrc on steam without using my quest at all is very much smooth sailing.

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Vrc standalone on the quest is smooth sailing

sharp zinc
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but quest with pc is cancer ?

livid spruce
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Launching via oculus on my pc with my linkcable is where stuttering is hell

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Yeeeeep

sharp zinc
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what gpu do u have

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and im going to guess that u have a ryzen cpu

livid spruce
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1060

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Yeah ryzen 3700x

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Gpus are extremely wack/too many scalpers/out of budget currently but 1060 is smooth sailing with everything else I own.

sharp zinc
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do u have virtual desktop

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on ur quest

livid spruce
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Someone else who I've encountered in game has same gpu/quest 2 as well with no problems. So idk

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Uh

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Like purchased?

sharp zinc
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oh i forgot that

livid spruce
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Or going through the virtual desktop on it via linkcable access

sharp zinc
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no i use virtual desktop and its smooth

livid spruce
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Via linkcable access for vdesk uhhhh its awful

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Its reaaallly bad.

sharp zinc
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the only thing i can think that might work is virtual desktop

livid spruce
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Purchasing the app via standalone on quest?

sharp zinc
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yes i mean that i all i can think of

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it works for me and i have an i9 and 16 gig of ram

livid spruce
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I would hope for this to be my very last option as money is tight.

sharp zinc
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i wish you luck

livid spruce
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Thanks mate.

cedar cave
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Hey how do you give your usb more bandwidth :/

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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.

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It just sits at this forever.

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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.

cold sluice
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Are you plugging it into a 3.0 USB port on your pc?

sharp coyote
sacred crater
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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 👍

hybrid junco
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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

sacred crater
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i have not used steam vr for vrc

sick wigeon
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My Oculus is having a hard time keeping a steady FPS in certain worlds, any fix to this?

grizzled dove
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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

fair depot
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Vrchat for oculus is having a issue but no one knows why

sharp coyote
sharp zinc
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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..

humble canyon
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you can give this a try for making a quest version

wooden galleon
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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

sand mantle
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are you using the mobile particle shader vrc provides?

wooden galleon
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yes

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vrchat/mobile/particles/additive

sand mantle
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try multiply

wooden galleon
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alright

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since the particles im using (pngs) are usually white, and i wan't them to be yellow, with multiply they become black

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do i Have to edit the textures to make them yellow

sand mantle
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yes

wooden galleon
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is there any other ways?

velvet lantern
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am i correct in assuming that if an avatar is efficient enough, it is automatically made quest compatible?

sand mantle
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@velvet lantern you need to upload on the androi build of unity

velvet lantern
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ok

fading seal
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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

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i need some help

lone hawk
fading seal
slate cradle
sharp zinc
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ahh ok

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thank you

celest sail
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just wondering but on quest 2 shouldn’t dynamic bones at least be a setting?

sand mantle
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i think theyre wanting to replace dynamic bones. since most people abuse them heavily

slate cradle
celest sail
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pog

slate cradle
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But dynamic bones itself, no never lol

celest sail
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makes sense

amber sonnet
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how do i reduce the size of assets in unity?

left holly
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By not uploading a PC grade avatar

umbral jasper
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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?

sand mantle
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thats usually normal on quest 1, you have to go to extremely optimized worlds with low player counts to go above 30

hybrid junco
left holly
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Dev tell user the limit. They don't follow it. End User suffer.

tacit elk
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Also make sure your safety settings in vrchat are on (normal or more)

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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.

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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.

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And as literally#1243 said, go to worlds with a low player count (12 players is the most I do)

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And as he also said, go to optimzed worlds (the top worlds are pretty good except murder 4 and amongus which lag like crazy)

tacit elk
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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)

sand mantle
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^^

wispy epoch
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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?

sand mantle
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i believe unlit might actually be worse for performance. but im not sure as to why

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ive had people report my worlds with unlit will have worse performance than a version using standardlite or lightmapped

sharp bolt
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an unlit texture shader is basically the simplest possible textured shader, i find that highly unlikely

sand mantle
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thats what i said

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and im still confused by it

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does unlit effect other materials somehow?

wispy epoch
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here's the performance ranking according to unity

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I can definitely understand that there might be quest-specific issues

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but that seems unlikely, right? the mobile shader should be optimized for android anyway

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and I don't think we can replicated the "Unlit Color" nicely with the whitelisted shaders

sand mantle
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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)

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so.... myself and probs everyone in the universe im pretty sure are at a lose

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this was done 5 weeks ago. i was doing several “cube” tests to see what does best

autumn violet
# wispy epoch here's the performance ranking according to unity

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.

wispy epoch
autumn violet
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It's hard to start whitelisting everything

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More of a suggestion for worlds

wispy epoch
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Buuuut aren't a lot of the VRChat shaders in the SDK already duplicates of Unity's default mobile shaders?

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At least.... the seem very similar!

autumn violet
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Yeah that's why I said edited base shaders 😄

wispy epoch
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Ah.

autumn violet
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You can open them and see

wispy epoch
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Well, whitelisting everything would be too much. But a very common scenario is... that a user just wants an object in a solid color.

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We can use standard lite, but... eugh

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Unlit has a color shader. problem solved!

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(A diffuse variant would be nice...)

autumn violet
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I honestly prefer there not being unlit in the whitelisted shaders at least for avatars

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Because I hate unlit avatars lmao

wispy epoch
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Oh I don't think unlit looks nice on avatars either. I agree with that

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Hmmm. Maybe the world whitelist should be separate from the avatar whitelist? 🤷‍♀️

autumn violet
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I mean it should be

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Since the current 2 world only shaders cause a lot of confusion as it is

wispy epoch
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Ah, so we already have something like that. Nice.

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@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...

slate cradle
wispy epoch
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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.

slate cradle
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I thought one of the shaders was effectively unlit

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Maybe not exactly in code but definitely in effect

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Standard Lite has emissive, my assumption was full emissive is same as unlit

wispy epoch
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In appearance they might absolutely be identical! But unlit shaders perform better than any other type of shader. You lose some versatility, of course

steel tendon
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Hello! I was wondering if someone could make this for quest!

humble canyon
steel tendon
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Thx this is my first time ever doing anything like it so I need to learn lol

mint iron
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They're included in the VRChat SDK

slate cradle
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Ok for real why is there no unlit shader on quest

sand mantle
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for avatars or worlds?

dim bluff
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Same effect

slate cradle
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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

sharp bolt
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if you're working on a quest world you are free to use your own shaders

slate cradle
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True, but as I rarely have access to an actual quest I like to stick with what’s verified for quest

warm nimbus
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Is anyone that could help me with converting your avatar to quest?

cursive solstice
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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?

cold sluice
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remove props

humble canyon
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dissolve Edge loops that aren't contributing much to the silhouette

left holly
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I think you refer to PS1 hagrid

thick stone
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How do I get to the legacy option if the shaders are greyed out and I cannot switch them to a seprate one?

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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

peak spoke
#

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"

left holly
#

For that I right click the material an extract. The material get move out of the fbx into the folder selected.

civic gale
#

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.

peak spoke
civic gale
#

Disabling back face culling will show both sides.

#

Cull as in remove, I think you got it mixed up.

peak spoke
#

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.

sand mantle
#

i think backface culling is the defalt on mobile shaders. not sure how you would disable it more

civic gale
#

Ugh god, it's like they want us to beg for a higher poly limit jeeees

sand mantle
civic gale
#

N-no...I don't, you didn't get it nvm

sand mantle
#

also, isnt it "enable" to get both sides? i acc cant remember now

peak spoke
#

@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.

sand mantle
peak spoke
#

@sand mantle We are not lucky at all since I know very well Quest 2 can run more than 1 million

sand mantle
peak spoke
#

I get 50 no problem

sand mantle
#

also 2018 unity

peak spoke
#

not sure what your issue is

sand mantle
#

thats probs with you by yourself

peak spoke
#

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

sand mantle
#

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

peak spoke
#

Quest 1 is understandable

#

Quest 2 is definitely better than that

civic gale
#

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?

sand mantle
civic gale
#

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.

peak spoke
#

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.

peak spoke
#

@sand mantle then get a Quest 2

sand mantle
civic gale
#

I thought particles were removed from Quest avatars?

peak spoke
#

@civic gale they aren't but their transparency is the issue as well as putting a single particle will immediately make you Very Poor

sand mantle
peak spoke
#

i can literally link you in their manual where it says they will remove very poor avatars

sand mantle
#

idk, these rules are very leniant imo, other games would ban you for going as high as the medium rank limits

peak spoke
#

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

sand mantle
#

bro, dev for another quest game, you will feel either enlightened or literally destroyed

peak spoke
#

as a Quest 1 i understand completely the way you think

#

but get a Quest 2 and then we'll talk

sand mantle
#

quest 2 is stll baby. it is obs like 20x better, but still got quite a few weaknesses

peak spoke
#

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

sand mantle
#

i think it should. optimizations imo should never be forgotten since everyone on earth loves frames

peak spoke
#

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

civic gale
#

Can I ask as well, are there any hard limits on texture sizes uploaded to Quest avatars?

sand mantle
#

i feel like shader limitations should be lifted. every other mobile game have more shaders to work with

civic gale
#

Can I atlas a bunch of stuff and make it one big 8K or will it get squashed no matter what?

sand mantle
peak spoke
civic gale
#

Okay so it's a filesize thing but not a texture dimension thing. Nice, I can work with this 👍

sand mantle
#

also another thing: freaking 10 MB is freaking huge

peak spoke
#

the shader thing should def be lifted.

#

10MB is small as hell

#

you got PC avatars going up to 1GB

sand mantle
#

like AS would ban you for 20 MB stuff

sand mantle
peak spoke
#

you'd be surprised

sand mantle
#

i wouldnt lol

peak spoke
#

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

sand mantle
#

dude, so many people would finally just leave the game

peak spoke
#

I wouldn't see how a lot of people would leave the game if the specs rose for Quality of Life.

sand mantle
#

12 fps lol

#

ram filling up

peak spoke
#

For Quest 1 yes

#

RIP for them

#

Quest 2 however will be fine running at 40+

sand mantle
#

40 still sounds super bad

peak spoke
#

Not as bad as Quest 1 at 12 fps by themselves half the time lmao

sand mantle
#

would rather have 120 fps wherever i go

slate cradle
#

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.

sand mantle
#

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

stone valve
#

you can have multiple RL in your World ..... as long as only 1 is Active at a time.

slate cradle
#

Right. Thank you

naive hill
#

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

tropic solar
#

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)

slate cradle
# tropic solar While hopping through worlds, my quest 2 VRchat app suddenly took me out and dir...

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.

tropic solar
#

Thank you I’ll keep that in mind 🙂

strong pendant
#

How do you get transparency in quest worlds?

tropic solar
tropic solar
smoky heath
#

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?

left holly
#

Oof

#

For quest, you won't have that visual

peak spoke
paper trout
#

so why is cash clering broken?

sharp zinc
sharp coyote
trim wind
#

@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.

slate cradle
trim wind
#

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.

slate cradle
#

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)

trim wind
#

That's the trick though; Additive & Subtractive particles don't use transparencies; they use Blending Modes.

heady wing
lone hawk
#

and yet every quest game features additive particles in abundance for stuff like guns and fire. vrcBotThink

slate cradle
#

But try to find one quest game that uses it on player models

lone hawk
#

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.

humble canyon
#

particle systems aren't skinned mesh renderers

naive hill
#

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

humble canyon
#

nope you can only use the provided shaders

naive hill
#

welp back to blender, this is true pain

sharp zinc
#

Alas there must be a way for avatars to still look good on quest without the use of special shaders

humble canyon
#

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

sand mantle
wind vessel
#

with the avatars i use and how many assets they have i could cook anything on the top of my oculus

trim wind
#

@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.

sand mantle
#

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

slate cradle
#

Honestly matcap is all you need in most cases

#

You just need good Matcaps

sharp zinc
#

Wait for real? matcap for outline????

#

HOLY shite thanks for this intel

#

do u have more tips

sharp zinc
#

Im not even sure what matcaps are to be perfectly honest

sand mantle
#

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

slate cradle
#

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

sharp zinc
#

Ill have to try it in practice to fully understand for sure

lone hawk
#

although i gotta say using matcap as a ramp map is pretty clever, i'm just not into toon shading.

sharp zinc
#

absolutely pog

heady stag
#

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

humble canyon
#

the Avatar has far too many triangles bones and materials

real leaf
# heady stag

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.

heady stag
#

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

heady stag
#

kinda the best i can do without turning everything off

humble canyon
#

you're going to have to take the model into blender to do more optimization

heady stag
#

mmhm

#

for now it seeems to show for most people eitherway

#

better than nothign!

slate cradle
#

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)

subtle rivet
#

what's the limit for quest?

humble canyon
subtle rivet
#

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

lone hawk
subtle rivet
#

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

subtle rivet
#

do the faces, or the tris matter in optimization?

humble canyon
#

tris

subtle rivet
#

finally got the model below 20.000 tris

supple pollen
# subtle rivet anyone know a quick way to optimize this model? 😅 doing it manually will take ...

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

subtle rivet
#

i got it down to around 20k using the decimate modifier on every block, limiting the angles between faces to 30°

supple pollen
#

Shit what was it at before?

#

Quest guidelines recommend under 5k

sand mantle
#

i think fallbacks is 10k. max limit is 20k

#

5k is excellent level

subtle rivet
supple pollen
#

christ

humble canyon
#

would you mind showing the wire frame so we could see where there's loupes to dissolve

supple pollen
#

Or if the model's publically available, just a link to that

humble canyon
#

but currently having look on the screenshot that appears the cylinders are like 32 sided

slate cradle
#

And 10K or better to be flagged as a secondary fallback, but that’s not needed for built-in quest versions

supple pollen
#

Oh! Where’d you read that? Are the developer docs outdated?

sand mantle
#

most likely

slate cradle
# supple pollen Oh! Where’d you read that? Are the developer docs outdated?
#

If your SDK is old from before the new ratings, it will use the old ratings

mossy grail
#

Share this to another server lol

supple pollen
#

looks like they haven't reflected those changes here

wooden onyx
#

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

real leaf
#

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.

wooden onyx
#

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

sand mantle
#

i think we should be happy that its 10 mb and not the usual 1-2 mb most games give you

wooden onyx
#

yea vrchat is my favorite quest game

#

also my textures are under 2 mb my avatar is just to big

sand mantle
#

how big is the avatar by itself?

wooden onyx
#

12 mb but i can fix that i was just sharing my opinion

#

thank you guys for the info tho

sharp zinc
#

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

humble canyon
#

you can join them before export

sharp zinc
#

how do I join the meshes together, whilst preserving the weightpaints?

humble canyon
#

if you combine objects they'll keep all of their weight paints

sharp zinc
#

i tried using Ctrl+J to combine the objects but it wouldn't let me

#

what should I be doing instead?

humble canyon
#

weird it worked for me

sharp zinc
#

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

humble canyon
#

I do not think you can do any UV swapping with the provided shaders

sharp zinc
#

is there a way to toggle between one UV and the other in Unity? And, if so, is that feature Quest compatible?

sharp zinc
#

in that case, is there another way for me to do this?

humble canyon
#

you might want to just upload 2 different models

sharp zinc
#

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

humble canyon
#

I suppose you could toggle blend shapes but that might be a bit heavy doing that with two sets of fully animated faces

sharp zinc
#

blend shapes? How do I make blend shapes shift colour?

humble canyon
#

you have two duplicates of the face

sharp zinc
#

oh, right

humble canyon
#

as the blendshape method would be bad for performance

#

as you're essentially doubling the cost of your face

sharp zinc
#

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

humble canyon
#

so honestly the two avatars might be the least awful as far as runtime performance

sharp zinc
#

i suppose so

sharp zinc
#

I managed to find a way

#

it's got a lot of problems but it is a way

whole plank
#

Poiyomi is pc only tho

slate cradle
#

It works in worlds, though it’s not the most optimized for mobile

#

You’ll need to modify

#

Not recommended regardless

sand mantle
slate cradle
#

I found it worked in my world just fine it just was not performant

sand mantle
#

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

slate cradle
#

Free

sand mantle
#

so toon?

slate cradle
#

Yes

sand mantle
#

hmmmm

slate cradle
#

On avatar SDK they come in as pink

sand mantle
#

doubt but not impossible

#

on worlds they come thru pink for me

slate cradle
#

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

sand mantle
#

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

sand mantle
#

but as far as ik, poi would always return null (which can be used in very stupid ways)

sharp zinc
#

oh well, we'll just have to do with blendshapes

whole plank
#

My b

sharp zinc
#

no worries, no worries ^^

mint iron
sharp zinc
#

but for the material to swap, shouldn't I have two materials, between which to swap?

mint iron
#

That 2nd material is only for animating purposes, it's not adding to the main avatar, it's swapping

sharp zinc
#

I'm not sure I get it

mint iron
#

Creating a 2nd material in Unity doesn't change the material count of your avatar is what I'm saying

whole plank
#

Material slots is what matters for performance

#

Not amount of materials

mint iron
#

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

whole plank
#

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

mint iron
#

If another material is added (not swapped) that would be through Blender

#

I see what you mean

sharp zinc
#

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

mint iron
#

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

sharp zinc
#

I see

#

thanks

#

by the way, quick question

#

what the hell is a "skinned mesh"?

mint iron
#

A 3D model with bones

sharp zinc
#

oh, ok

lone hawk
#

"Optimizing avatars for quest is too hard" they said.

digital nova
#

The glitch were you switch to a pc avatar to a quest avatar

#

And it says perf blocked

sharp zinc
sharp zinc
stable blade
craggy hare
civic gale
#

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...

humble canyon
#

you cannot do that as basically no transparency is allowed on Quest avatars

sand mantle
# civic gale

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

civic gale
#

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.

civic gale
#

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?

sand mantle
#

because they are the additive varient

#

its technically the most dangerous shader you could put on your avatar. if thats what youre getting at

civic gale
#

🤨

slate cradle
crystal tiger
#

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?

humble canyon
#

this blender tool can help you make lower poly quest compatible avatars

crystal tiger
#

Tried that

#

@humble canyon

#

The avatar is still over the size limit for quest which is 10 MB

humble canyon
#

did you do any texture compression

crystal tiger
#

Huh?

west adder
#

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

dim bluff
#

@crystal tiger the Bake page has some details on it, but youlll wanna set your textures to Crunch

crimson oyster
#

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?

slate cradle
#

Beta testers can only see other beta testers

sharp ocean
#

Or they need to update the game because sometimes not updating the game can lead to not seeing other players

shell jay
sand mantle
# shell jay

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)

shell jay
#

Mhm

sand mantle
#

in 2019. i think its "DEX" for android but icr if thats the actual name

sharp bolt
#

do not use DXT compression on quest, it is not compatible on quest hardware

#

if you want crunch compression use Crunched ETC

sand mantle
#

for clarification: DXT1/DXT5 is for pc compression

potent surge
#

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?

heady wing
potent surge
#

Nope it works completely fine

#

That 15,000 'limit' is bs for the quest platform. Probably summin to do with Quest 1

humble canyon
#

the current limit is increased from the quest 1

heady wing
#

And the VRChat recommended limit is 20k.

#

And file size is also a big issue there.

humble canyon
#

as there's no way to put SD cards in the quest

heady wing
#

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.

humble canyon
#

vrchat has to work on 64GB

heady wing
humble canyon
#

yes they probably have like a million or 2 64gb in the wild that are not going to go

dim bluff
#

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

whole plank
slate coyote
humble canyon
#

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

sand mantle
#

thats not what you want to see lol

humble canyon
#

personally I'm not surprised

sharp bolt
#

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

humble canyon
#

thanks for the clarification

sand mantle
#

thank god

spark mica
#

any unity plugin that squeezes polygons out of my models?

spark mica
#

this is gonna be a blood bath for so many "quest compatible" avatars

humble canyon
#

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

spark mica
#

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

humble canyon
spark mica
#

Blender 🤷‍♂️ maybe when the day comes verypoor is dead. And yep ive heard of cats often enough. Thx anyway

pallid tree
#

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

heady wing
pallid tree
#

I dunno.. 😅

#

I’m not that smart

heady wing
#

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.

pallid tree
#

Well is there a way to make my stuff cutout without… Making it difficult? Lol

heady wing
#

You literally just cut out the transparent stuff

pallid tree
#

I could ask someone for that… Thanks for help! :3

heady wing
#

No problem! Have a nice rest of your day.

pallid tree
#

You too

fathom topaz
#

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.

sharp zinc
#

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

humble canyon
sharp zinc
#

I rip models from mobile games

#

Ever wonder why My avatars look good after optimisation?

humble canyon
#

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

sharp zinc
#

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

humble canyon
#

probably most of those background people are pretty low poly and or cardboard cutouts so that's probably closer to the fighting game example

sinful eagle
#

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.

sharp zinc
#

I cant remember, is there a hard cap on material slots on quest?

sharp zinc
#

That picture doesn't really tell me if there is a hard cap or not

#

nvm ill just go to the docs

humble canyon
#

well probably no one would be seeing you if you're very poor

sharp zinc
#

No one would no

#

I despise people who dont reduce their material slots in general

humble canyon
#

especially since on Quest you cannot use custom shaders so there's no reason not to Atlas everything

sharp zinc
#

yeah basically no excuses

humble canyon
#

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

sharp zinc
#

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

humble canyon
#

I was more thinking the cats baking than the atlas tool

sharp zinc
#

oh

#

yeh

humble canyon
#

but everyone would probably have a miserable time if you showed up with a very poor Avatar with 64 materials

drowsy crow
#

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

sharp zinc
sharp zinc
drowsy crow
#

I thought I can only use Quest shaders for Quest worlds

#

And avatars

sharp zinc
#

on only avatars

drowsy crow
#

This is what it looks like rn. The man is just a size reference

drowsy crow
#

Thanks

sharp zinc
#

on old sdks you could glitch pc shaders on

#

avatars

drowsy crow
#

It looks much nicer now

sharp zinc
#

put the real time to about medium

drowsy crow
#

Does Quest support fog? I want to keep this

sharp zinc
#

yep

#

if possible optimise the trees

drowsy crow
#

They're just flat textures

#

On planes

sharp zinc
#

good

drowsy crow
sharp zinc
#

I use quads as they are just 2 polygons

#

but Im sure it will be fine

slate cradle
#

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

sinful eagle
#

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.

humble canyon
#

that sounds very frustrating especially since like the cats blender tool that pretty much everybody has installed has a make 'good' Quest Avatar button

sinful eagle
#

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.

humble canyon
#

and also I suppose if you're using Quest Standalone you're less likely to have a PC to even run Unity

sinful eagle
#

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.

humble canyon
#

yapping about the only tool for like no pc Quest Avatar generation doesn't do anime style

sinful eagle
#

yeah.

humble canyon
#

and unfortunately that's not just something someone can write a Unity editor extension to fix

sinful eagle
#

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.

humble canyon
#

then again not surprising considering how many folks are still running around in Mmds

sinful eagle
#

I have been crashed so many time on accident. just allowing peoples avatars.

humble canyon
#

I'd suggest checking Avatar stats before turning on avatars

sinful eagle
#

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.

humble canyon
#

curious if it's only one or two materials compared to 40 material 70k

sinful eagle
#

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*

humble canyon
#

yup

#

as those all whack the CPU whereas triangles is the GPU

sinful eagle
#

I have no idea the difference between a c and a g, but that sounds about right.

humble canyon
#

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

sinful eagle
#

In short: you get fps or avatars, not both.

humble canyon
#

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

sinful eagle
#

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.

humble canyon
#

■■オキュラスクエストを想定した2A-7の軽量化版です■■ ――――――――――――――――――――――――――― 3Dのキャラ素材としてご使用ください。 ワールドで使ったり、シェーダーで使ったりして、それを再配布しても問題ありません。 こちらは クリエイティブ・コモンズ・ライセンス の 「CC BY 4.0」です。 (簡単に言うと原作者のクレジット記載さえあれば、何をしてもOK) ワールド作成の賑やかし、ペデスタル、メッシュの改造して再配布などVR創作活動にご利用しても問題ありません。 「CC BY 4.0」の詳細はこちらのサイト参照

#

like here's an example of an Anime Avatar actually optimized for Quest

sinful eagle
#

yeah, it's even a default fallback option.

humble canyon
#

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

#

a video explaining why the current Dynamic bones are bad for framerate

sinful eagle
#

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.

humble canyon
#

skirts are places where they can easily go very bad

sinful eagle
#

But an entire shirt with them makes everything die.

#

oh. your right.

humble canyon
#

especially since apparently you can achieve similar results with rotational constraints that are less heavy

sinful eagle
#

ice seen that a lot in flat screen games.

humble canyon
#

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

sinful eagle
#

Yeah, gta online flashbacks.

#

Im actually happy rockstar patched that one.

humble canyon
sinful eagle
#

I hate how correct this is.

#

I really do.

humble canyon
#

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

sinful eagle
#

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.

humble canyon
#

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

sinful eagle
#

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.

humble canyon
#

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

sinful eagle
#

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.

humble canyon
#

yes

marble vale
#

Did they remove shadows all together on quest?

raw ore
marble vale
#

They did they removed shadows and they removed real time reflection probes

misty path
#

when will quest get dynamic bones

humble canyon
#

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

misty path
#

ok

heady wing
silk coral
#

you can go above that but itll be hidden by default

#

dont know what the hard cap is these days

humble canyon
#

and the content rating system page has a note that they might hard-cap it whenever they feel like at 20k

silk coral
#

it was hard capped at 20k

#

but is no longer

heady wing
silk coral
#

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

sharp zinc
#

I think they should have hard caps that are like 5-10x the value of the poor standard

sharp bolt
#

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

sand mantle
#

more customizable safety settings could hopefully fix that. specifically honda style safety settings but not hard

tacit elk
#

How many draw calls is good? I got 8-9 (depending on a toggle) on Quest

sharp zinc
#

Especially when you compare it to all those verypoor avatars quest people tend to use

#

I dont want to even know how many drawcalls

tacit elk
#

Thanks lmao. I'm happy to have a "poor" avatar... Anything that isn't verypoor is good imo

sharp zinc
#

Nah thank you for making quality content

tacit elk
#

:3

sour dune
#

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

slate cradle
#

I would not recommend using them unless you actually have a quest and can verify their performance

#

You can also lower their render resolution

sharp zinc
#

not very versed with cpus but try to get one with at least 8 cores next

sand mantle
#

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

humble canyon
#

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

humble canyon
#

have you tried making the pictures half-sized on Quest

dim bluff
#

Are they crunched?

spark mica
#

does lightmapped work on quest or no

real leaf
#

for worlds it does, as that's a world shader

spark mica
#

_< ono

#

its the only shader that doesnt make the model green

real leaf
#

Your model likely has vertex colors then

spark mica
#

i dont even know what that means but thx

real leaf
#

You can delete them in blender

spark mica
#

ok ill try to, thx

sharp zinc
#

When are vertex colors used?

#

Seems like they are just another nuciance to people but they have to have some practical purpose right

spark mica
#

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

spark mica
#

Since i have no clue how to edit those in blender 🤷‍♂️

languid gust
#

You use them for specific stylistic choices, and can be used in shader for other reasons, just commonly used for color.

nimble saffron
#

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?

humble canyon
#

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

exotic shale
# nimble saffron I've got this for an avatar. It's not quest compatible. I heard that pressing th...

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...

▶ Play video
humble canyon
#

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

heady wing
#

Quest compatible != Quest friendly

#

The video title is correct.

humble canyon
#

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

heady wing
# heady wing Quest compatible != Quest friendly

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.

nimble saffron
#

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.

sharp zinc
dense spear
#

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

sharp zinc
#

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

dense spear
sharp zinc
#

Has to be

#

If you import WorldToolKit into ur project you can see what exactly is taking up all your filesize

fiery garnet
#

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

heady wing
#

You should probably check for other meshes, such as different clothes, under the avatar though.

magic sable
#

Who wants to share games I need help I have no games on my oculus at all my brother rebooted it

magic sable
charred latch
timid spindle
#

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

heady wing
timid spindle
#

I uploaded the model to pc and now trying to upload it to quest

heady wing
timid spindle
#

before

heady wing
#

Ok, try updating the SDK, if it's still there, try uploading anyway.

#

If it doesn't work, make a new project.

timid spindle
#

mkay

#

alright that fixed it

#

thanks!

heady wing
#

No problem!

sharp zinc
hard snow
#

I sometimes get that error when changing build target and deleting the SDK folder and importing it again also fixes it

wintry plover
#

hello?

humble canyon
#

hi

#

so what are you particularly stuck on Novi

wintry plover
#

just trying to optimize an avatar in general

humble canyon
#

what's the current state of the avatar

wintry plover
#

its in a state where i reduced polygons but idk what to do next..

humble canyon
#

probably that would be combining the textures together so it's one big texture

wintry plover
#

howww.. do i do that>_>

humble canyon
wintry plover
#

oh ok

#

i'll do my best to try and learn solo

warm jackal
#

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?

heady wing
warm jackal
#

Ok, thank you!

tawny apex
#

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

warm jackal