#quest-optimization
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Thats gotta suck for public rooms
1
am trying to upload a quest avater to vrc but i cant becuase i need to change the shader but it wont let me
just drag another texture or material on it and it will override
otherwise go to the model import settings of that and in the materials tab set the method thingy to legacy external mats
wont work
@sharp zinc these are where the texture are but i still can override it
nah like um click the square that has that play arrow icon on the right of it
then look in the inspector tab on the right
and then go to the materials section of the 4 options at the top
and then change it from use embedded to external (legacy)
add an animator
how
it says at the bottom the red error
act like ur adding a avatar descriptor
but type in "animator"
Yes, so see where it says avatar and there is a box
click the dot circle button to the right of that box and try to find something that sounds like it would go to ur avatar
if there isnt anything but 1 that isnt relevent then dont
ya there is only 1 thing
all there is a a damge speare
its not
have you tried uploading?
yeah the errors persist
if you don't have clear on build, which I recommend you keep it off just incase unity does the funni and clears your errors when its not supposed to and then makes it hard for someone troubleshooting to figure out waht went wrong
im just paranod
you switch the build from windows to android in the vrchat builder tab
kk
@sharp zinc i just tryed to look at the avater in game but the model is not there
its gone
on pc or quest?
what unity version are you using?
needs to be exactly 2019.4.29f1
not 2019.4.30f1 or any other one
looks like the one her
the one thats pc only works
oh so when you switch the build to android, you also need to republish it
forgot to mention that my bad
so it can publish while in android build and therefore publish to quest
Ya but I accidentally lost that version of the avatar
what do you mean lost?
WHY
Do you think why it was not working was because I uploaded it onto quest first
who told you that is a good practice
It was a accident
no I think it wasnt working because you just switched the project to android, but didnt upload again
unless you did?
I did not no
that is why then
well, while you remake your avatar remember that and you should be good
means you need to make its rig humanoid
how
k
go back to where you set the thing to be humanoid
should be a configure button near there
then set the red boxes to the bones they should be in the right panel
nice u figured it out!
I remember thinking I had to make avatars like 25k or they would be laggy
I mean they can get laggy but I've noticed that you can get away with some stuff.
But holy crap I've seen 200k poly avatars and it's annoying
Question for those are 200K polys active at all time or hidden behind multiple clothing toggles and so on.
200K with 5 outfits and 2 hair styles is alright, it won't render it all at same time anyway
Quest fallback avatars are limited to Excellent or Good quality according to the vrchat documentation on the website, but the SDK allows Excellent, Good and Medium quest avatars to be uploaded as fallbacks. Which is correct?
I'd stick to the documentation
Id email them about the documentation being incorrect or outdated if you can upload a MEDIUM rated FALLBACK, not just any quest avatar upload
Not sure what the correct line is but maybe "hello@vrchat.com" which is the general inquiry line could get your message to the right people
um so like it says my avatar is too big to import to vrchat (quest) how to I fix this, its only 00.90 mb over
probably crunch compress some textures
ok, thank you, I got it to work finally
Some people don't use this feature but honestly it's very good, especially for worlds.
I crunch compress pretty much everything as honestly I don't see the difference when I don't do it
very important so you don't have to cut content on the quest
most of the time crunch compression is a net positive
Honestly I crunch compress everything. If I ever saw it look different and bad then I'd undo it
But have never had it make anything even really look different
How do you put an avatar into your Oculus quest?
you use Unity on a PC to do the uploading
Setting up a cross-platform world or avatar is actually quite straightforward! In short, all you have to do is use a duplicate project to build an Android version of the asset, and upload it to the same content ID as the VRChat PC asset. The client will manage which version it needs to download. If ...
Before getting started ensure you have a Unity project with the SDK set up. Step 1 - Find a model Arguably the most important part, you must find a 3D model to be used as your avatar. As this is your first avatar we recommend getting one from the Unity Asset Store as they usually come fully rigged m...
Alright
That's it
I'm making my own VRchat avatar.
Me trying to make a VRchat for the first time be like:
Or.. better yet...
A world FULL of avatars...
(I'll give credit to the people who made them, of course.)
(Lots and lots of credit.)
Give them your credit card
I don't got one.
Ok so I got blender and unity up and running
Let's do this S-word!
I un-subdivided his eyes some but idk how else to optimize my boy
He's 19k polys
I want to get him down to medium cause rn he's poor
I don't want to really decimate but if that's all I can do I'll make a decimated version
if its 19 k it wont be hidden by default anyway
I'm no closer to getting any solid answers on how to rig this thing. All the tutorials use blender and I've never touched Unity. I also can't test the model because my computer doesn't support VR, and I can't upload because I'm a quest user with no Chat+ or whatever it's called. Will someone please help me??
I thought it has to be medium
You don't need VRChat+ to upload. You don't need VR to test it, you can use desktop mode. You need to use Blender to mess with the rig.
How did you get this image? If you don't use Blender
I'm using Maya @clear wasp . I'm currently watching a rigging tutorial that's been purposed for Maya users. Not sure if it's 100% correct but its getting there.
I've never used Maya. Blender is free and good enough for me
On default, when you install VRChat on your Quest, it makes the range of avatars you can see automatically without manually showing from excellent to medium, but you can then change it to excellent to poor
so any new users wont likely be aware of this setting and then still not see their poor avatar automatically
unless they changed the default to poor which I dont believe they did or would do
i have a quest 2 and a 3060 what render reseloution should i use while on 120hz????????
what avatar shaders are optimized for quest players
(aka quest visible)
hi
you can only use the provided vrchat shaders for avatars on Quest
cause i used vrchat/mobile/diffused shaders
and the quest players saw me as white
but that should be a compatible shader
Might be a texture or vertex color issue
Make sure the texture file format is supported on Quest like jpg or png
And remove vertex colors
Depending on if you're using Link, Air Link, VDT, or ALVR you could probably use 150% or higher
Just mess with it a bit in SteamVR
is it possible to have the same optimization that i would have on my gaming pc onto my oculus rift without using steam VR?
i can connect it to my PC but i'm wondering if i can play games that are on my oculus and having the option to connect it to my PC for better graphics and resolution
sorry if this doesn't make sense
i just don't know if i am restricted to buying games on steam only for better graphics vs playing without a PC with worse graphics
unless the title has cross-buy you need to buy it again to have the better graphics of PC
https://www.oculus.com/experiences/quest/section/2335732183153590/?locale=en_US#/?_k=ke156z here's a list of oculus Quest titles that support cross-buy
and I suppose you could check your like Rift software library page to check?
you're a time savior
thank u so much
no problem glad to be of help
but I would note the cross-buy
between the quest and the Oculus PC not steam
but the graphics quality on oculus pc would be the same as if it was being launched on steam right?
as long as it's connected to my pc
yes
okay ty
VRChat.. please.. :c
maybe do a little more crunch compression
How is your polygon count ?
Way too much, but don't worry, I can do it. ^^
It's just that VRChat's 10MB limit is sometimes annoying, especially for a few bytes.
It's just that my avatar is horribly optimized and I'm not even near 10mb so I was wondering if u got way bigger poly count than 70k
Soon I will be merging meshes though

S00n
i can't get my avatar below 13.5mb and i set mesh compression to high and these are the texture settings
and how do you use crunch compress? it isn't changing the file size
i tried crunch compress on 1, 50, and 100 and none of those settings worked
is there a way to fix this? the textures are already messed up and it still won't upload
is anyone going to help me?
you can just put the settings back to normal so it doesn't look so low res
its a quest avatar, it was almost 30mb before
yes but that's literally N64 texture quality 32 max
https://github.com/oneVR/VRWorldToolkit this will let you know what stick you up file size as there's probably something else taking up space if you can't get under 10 megabytes the textures destroyed like that
you need to switch to PC so you can successfully upload
i already did the pc avatar, now i'm doing the quest version
yes but you need a completed upload for the build tool to work so you switch to PC and go test upload
and as I mentioned you would need to swap to PC to get the build tool to tell you what's up
the pc version is already done
as I can't help if I don't know what's taking up file size
now i know what you mean
no wonder your texture compression wasn't helping
27 megabytes is big for an avatar
you need to take the Avatar Into blender the deal with that
i was able to make a 400mb avatar into a 10mb avatar once but i don't remember how i did it
Some tips for mesh compression: I personally uncheck anything the mesh isn't using. I turn off Import Visibility, Cameras, and Lights as I never need them from Blender, as well as animations and materials (since I use Unity materials instead of the FBX's).
Another thing that can drastically lower size sometimes is "Tangents". Set these to "Import" and it should lower the size quite a bit.
Also I'd remove any blendshapes in Blender you know you aren't using in Unity
Blendshapes for high-poly meshes are a huge factor to filesize
thanks
I'd recommend merging materials together with CATS
im trying to port my pc avatar to quest. But when I switch shaders to the quest shaders, some things look really bad on my avatar since it switches to opaque instead of cutout or transparent
if theres a fix someone knows let me know, also yes im on the android build
you would basically have to cut out the transparent bit in blender as you cannot use any transparency on Quest avatars
Is there any video like on yt that shows how to do that?
use the knife tool, it's easy peasey
What sort of things can be done to reduce quest world initialization time?
Here's what I've tried so far:
- Set music tracks to 'Streaming'
- Reduce world size via compression (to around 35 MB)
- Reduced max size of textures to around 512
The biggest assets in my world are audio files and meshes, both make up 1/3 of the file size.
I've checked VRChat's guide, but it's mostly focused on performance optimization, not load times ๐ค https://docs.vrchat.com/docs/quest-content-optimization#worlds
You can also compress audio files as well as meshes. Click the assets and in the inspector is an option to compress them. For meshes(/fbx), it'll be called Mesh Compression. For audio clips, it'll be the "Compression Format" and "Quality". If you're going for smallest filesize, set the Compression Format to Vorbix/MP3 for music/longer audio tracks, and ADPCM for short effects
Oh yes, our audio has compression quality set to around 70-80
The trouble in my case isn't file size though - it's world initialization time. But those are related, of course
I'll look into mesh compression, thank you. I was under the impression that it isn't lossless, which might break mesh colliders
I'm just surprised at the load time of our world. It's almost the same size as the VRChat home, but takes significantly longer to load. (30s compared to 8s)
It is not lossless so it will mess with things slightly. Low compression takes quite a bit off filesize with little impact on quality.
But if you're trying to improve startup times, you may have to profile your world. I'd also actually stay away from compression at all as the game will have to decompress the compressed assets on load which can increase load times.
Thanks for the advice!
I don't think there's any tools to profile loading times, right?
Sorry, I realize it's a niche topic. Hoping to learn something from other people's experience ๐
The built-in profiler can profile what's going on in your scene but it can't really profile load times in specific. But it may show you if there's anything taking up CPU ms
Hmmm I'd like to think it performs quite well, outside load times ๐
And with it being on Quest, it seems like it might be hard to track the root causes...
Do you have a Quest 1 or 2?
Quest 2.
I assume that it's the mesh & audio size that's hurting the load times. Adding 2x more meshes and audio increased load times from ~20s to ~30s
Perhaps it's just something I'll have to live with ๐
Just a shame that it takes about a second per (compressed) megabyte to load! Doesn't quite feel right..!
Combining meshes may help
Oh they're combined alright!! ๐ I wish they were MORE separate!
The entire world only has... ten-ish meshes?
Or rather, there's usually around 10 unique meshes on screen at a time.
I appreciate your advice though! Makes me glad I haven't missed anything major so far.
Any video players in the world?
Nope!
I do have a very high amount of scripts in the world, though only a few of them have start or update methods.
I'll take a closer look tomorrow, to see what else it might be ๐
Turns out it was the scripts / big hierarchy. If I remove them, load times go to 9s (from 30s)
Oh haha file size isn't too bad, fortunately.
Don't think I'd set music to mono! That would really detract from the experience, I think.
before setting audio to Mono I'd strongly recommend playing with the Unity OGG compression-- you can shove it really low with pretty minimal loss in quality. Vorbis is magic 
Hmmm we've been using wav files so far, because... wait, I just checked the docs..!
[...] the audio data is compressed with either Vorbis/MP3 for standalone and mobile platforms [...]
OK cool! I'll re-encode them asoggthen. I was under the impression Unity would do that automatically..!!
In regards to my original question, I think there's nothing I can really do to optimize it - the objects I'm using are networked, so they'd probably have to be in the hierarchy when the scene is first loaded. (I could remove the networking, of course)
How about a different question instead!
I just discovered that reverb zones are whitelisted for Quest.
Are they cheap, or should I disable them if my world's performance is CPU-bound?
Unity does automatically compress them to ogg, as long as you set the compression format to it
vorbis, right?
I think that's the default
In that case I suppose there's nothing I need to do..?
You will almost always be CPU bound in vrc. It's how the game works. Even on PC in a small world with virtually nothing in it using CPU, having 2 or 3 people causes me to drop below 120fps from cpu
That part I completely understand! I'm just wondering whether reverb zones are something I should keep enabled or not.
I'm developing for Quest - on PC I don't see any issues either.
You could profile them to see what they're taking up
Heh, well I could! I was hoping to perchance learn from someone who's used them before.
I totally expected them to be blocked on Quest.
I haven't really dabbled in them much so I can't say off the top of my head
Is this often because of people's avatars having needless amounts of seperate meshs and material slots increasing draw calls
It's due to the game itself. VRC does a ton of networking that results in a LOT of CPU usage. No amount of avatar optimization can fix that
are physics bones going to be added to quest?
The devs have said that if they perform well enough yes.
Yeah, im tired of playing on the fricking pc to get dynamic bones
does anyone know when?
Nope!
Ok!
They may not even come to Quest, it just depends of how well they perform (which so far is apparently a lot better than dynamic bones, so hopefully)
My particle effects on quest look terrible. Big and Blocky.. are there really no properly working particle shaders for quest?
You can use a mesh to fake cut-out on Quest particles, but otherwise, there's no transparency allowed on Quest avatars.
what would be the best way to figure out how to do that first thing you said a quick googling yielded nothing relevant
Should be an option under the particle system renderer module called "Render Mode", you should be able to set that to a mesh.
Mesh particles can't be billboarded however.
ah okay thanks for the info
So I use my Quest 2 for PC, but it like freeze lags everyone like every 5-10 seconds. Can anyone provide advice on how to make it not lag?
are you using airlink, virtual desktop or oculus link cable?
The link cable.
But it pulls up a different set up compared to regular occulus
I'm new to the whole thing ๐
I wish I could help more, I've been trying to get my link cable to work with oculus support for over a week ๐
so virtual desktop and occulus link are different???
I thought the Virtual was what happened when you connected to PC
the link is a physical cable from headset to pc, virtual desktop transmits what is on the pc to the quest over ethernet
o.o Explain that one
God Damnit
So I could do Virtual Desktop, but trying to do the Link or Airlink will mess with it
Not fast global internet, just local.
Does gig internet work?
I connected my computer to the Ethernet and my performance instantly became Perfect. I'm using Virtual Desktop and OMG I didn't realize my internet was actually able to go full 1200 mbps on me
I went on my oculus quest 2 and went to vr chat and nobody can hear on me and I checked if I was on mute but it said it was on how can I fix it?
How can i make my quest map night time/ add lights like uhh..lamps? it seems quest maps have those features
Hey, I have an avatar that I want turned into quest and pc.
I have a base for it but I cant get some of the hair toggles, color toggles and body toggles to work. Can anyone help me?
how do i have my quest stop stuttering and lagging so badly
A few tips to get a higher FPS on VRChat Quest (during actually playing):
- Don't go into worlds with high player count (~15 is a good balance between count, and performance on the Quest 2, but the lower the better)
- Don't manually show performance blocked avatars, especially if they have a
rating. - Use an optimised avatar on yourself (using a
on yourself won't be too bad) - Don't enable mirrors, if you need to, enable it as 2D (not all worlds support this) or avatars only.
If you have an original Quest:
- That player count shouldn't exceed 12.
- Set performance blocking to hide
and worse. - Use a highly optimised avatar (
or better) - Never enable mirrors.
If these don't help, or you are lagging in practically empty worlds, report a bug on the canny, or send a ticket to #vrchat-support
Thanks man
This sucks since since the limitations are quite strict
The limitations are apparently really loose, especially when compared to similar games. (can't confirm from experience, this information is based on what other people (who are knowledgeable in this) have said)
is there any reason to why when i upload an avatar with 7.5mb size of only fbx and the vrchat sdk made it up to 15.95mb
because the model itself is 7.5MB, and all the textures you apply to it also add to filesize
assuming you got the 7.5MB number from looking at the model's filesize
let me see
i try to lowering down the poly on blender and delete some bone it still dont work
import this
try to upload again
and it will say in the plugin what is taking the filesize
sure
only after you attempt to upload it tho remember
and where can you find the tab?
oh i mean how do i use it
im still confused. 28.8MB in unity while the real file size it 7.2MB
yeah im not sure how that happens
but it is prefabbed
unpack it and maybe it will be able to make filesize reports on the consituent parts on the next upload
right click the gameobj named "fix" and unpack prefab completely
you have "shader" typed in ur search box delte that
lel
windows.
do you happen to have alot of blendshapes? like a lot a lot
windows build target
well ya
it may be that
so make a dupe of your model in blender
and like delete all shapekeys
and see what unity has to say about it
i just deleted the blendshape on the duped models
lel i did that earlier when i try to fix the issue
only remove like 100kb of real size
but it still the same in the unity
15.5? on windows
sure i guess. just dm me so i can sent you the model
In the model import settings, look for "Tangents" and set those to "Import". This should reduce filesize a lot
Oki
As well as setting Mesh Compression to "Low" (it may affect quality a bit depending on the complexity of your mesh)
Thanks
my tip for quest optimization: as long as it vaguely resembles your avatar your g fam
the size displayed in the world toolkit is not the final size, the files will be compressed once packaged
some assets may be affected more than others
It was shapekeys that were the problem
Am I able to have two materials to be quest compatible? Or am I restricted to one
You can make more than two
But for optimization is not recommended
Bro why canโt my password change already
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is. This system is provided to inform users what is likely the most perfor...
Thank you!
nah thank you for optimizing
yep better for everyone's framerate that you're interested in optimizing
ofc!
Also want to make a good optimized model for Spookality.
I must refrain from adding a bunch of cool effects

any other questions you have about optimization
I suppose its not about optimization specifically, but do Quest avatars have the option to have emissions? Such as glowing eyes using a texture mask. I have not messed around with the limited shaders
I do know about like material animation but worse comes to worse you could put the glowing eyes on a blendshape and hide it behind the regular eyes?
No material animation needed. Masks are just second textures to tell where the emissions need to be. I'll probably experiment with the quest shaders when I get there
oh sorry Miss read the question give me a sec to go check if there is a emissive slot
This page will describe various limits in place for the Oculus Quest version of VRChat. These limitations are in place in the interest of performance, user safety, and discouraging malicious behavior. Find more information about limited components on our Quest Content Optimization page. Although the...
this lists all of the shaders and the slots they have
Standard Lite A "Lite" version of Unity Standard. Supports diffuse, normal maps, metallic+smoothness maps, and optional emission maps. Channel mappings for relevant maps are identical to Unity Standard Metallic setup. The diffuse texture is tinted by the vertex colours
Requires a diffuse (RGB) base texture.
Awesome thank you
hope you have fun with your avatar
Is there any other better ways to reduce polygons
Trying to reduce my avatar polygons under 20,000, trying to do so just makes my avatar have random holes in them and stuff
dissolving Edge Loops gets cleaner results
#b3d #blender #secrets #tutorial
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Thanks
yeah that way is not going to have random holes in your avatar and you have a bit more control for keeping the spots where you need High detail for articulation
Why did materials go down from 6 to 4?
My ultra low poly kobold
Is now rated poor from goof
Since this change
is 20k the max it can be?
You can go over but you really really shouldn't.
If everything else is optimized-
1 material
normal bones
1 animator
ect.
How much lag would a 30k model cause
the problem is everyone would have to manually show your avatar which would be inconvenient
ahhhhh
alright yeah, very inconvenient
Ill see if I can bake the textures on a low poly
It wouldn't cause much lag, but most people tend to mix that 30k with 20 materials 50 animators, 2500 bones, etc. If everything else is optimised, the biggest issue is what Rainwolf said.
So yeah, it's probably worth the effort to find places you can cut down on tris.
and because of the fallback Avatar system your average user might not even notice your avatar isn't on for them
unless you go with one of those snarky custom fallback avatars
ive been having trouble with converting unity to the android builder after uploading the SDK. i have my avatar uploaded on the pc platform but i would like to make it quest compatible. What happens is when i try to switch the platform to android, unity crashes... iv ebeen trying to trouble shoot for the past 4 hours and no luck. anything helps! (please @ me with info)
nvm it just made it worse lmao
if you are still getting holes i believe its because you are dissolving on geometry that has verticies right ontop of other verticies when they should be merged but there not
or you are dissolving and the geometry next to it has that problem
At least with Build & Test I found no significant file size difference using Mesh Compression aside from it increasing by 1kb
How many polys is your mesh
I tried it on one with like 160k+ tris on all Mesh Compression levels
Blendshapes on your model are usually the cause of this
delete some
Lel yes
hello, hehe, I don't know where to send my question
so ask your questions so we can tell you the right spot
Well, the game does not open me on the full screen and I want to change the graphic quality
VRChat is a free-to-play massively multiplayer online virtual reality social platform created by Graham Gaylor and Jesse Joudrey. it has been out on Steam since 2017. however, it seems that there is an annoying bug that the game will auto fullscreen when you start the game. ย Screenshot The bug look as this screen below:...
okay thank you very much
I wouldn't say that's entirely correct
VRChat currently has a bug where it retains the windowed resolution after entering fullscreen. You probably want this instead: https://docs.vrchat.com/docs/launch-options#resolution-and-screen-choice
(Though alt+enter is probably fine for most purposes)
There are several launch options available for VRChat. If you are using Steam, you can set these easily in the Properties for VRChat, found by right-clicking on VRChat's entry in your game list. After clicking Properties, click on Set Launch Options, then put your desired launch options in. If you a...
#quest-optimization might not be the right spot for this type of discussion though.
Unless you're trying to capture quest content - which you can do by castint to your PC or a chromecast device
thats a bug? its the most useful feature ever for low-end desktop players
Yep. Hope it gets fixed at some point
Heyo, was looking at an old OC connect video and it has some nice resources to consider for optimizeing stuff
you cant just disable rendering on VR Chat though, so instead I would probably use OVR Metrics Tool (https://developer.oculus.com/downloads/package/ovr-metrics-tool) so you can stare at key pieces of data like CPU and GPU utilization to work out your bottle neck (not as accurate to gage your true bottle neck but its a start)
that's a handy flowchart
i saved it
Would anyone would let me have their avatar/world and properly Quest Optimize it? Free of course, I just need to make sure I can do it consistently 4 vrctraders

if your still looking, maybe @fervent scaffold ..?
Ferret Lake would be real nice on Quest ๐ ๐

You know, that would be a real blessing
I've been meaning to do it for forever, but work has been in the way.
But on behalf of the ferret community I know a whole lot of people would appreciate it! ๐
oight just dm me so i dont forget
i don't even have a head, second leg, or full arms and i'm already at 7,886 verts -_-
youโve got 20k to work with to be Poor, your fine
Alright
@sharp zinc I'm really struggling to understand the material change for optimization. If there is a resolution limit then it shouldn't be an issue to have 8 materials per model concurrently. If my ancient code from 2003 can handle 36 material maps on its massively outdated renderer then I'm certain you can do better. Yet the opposite has occurred and now you went from 8 being good ranking to very poor. On a sub 500 vert low les model.
Top kek
Oh wait you're using unity
laughs even harder
Yeah. It was contextual to your response earlier towards optimization.
Replying would be handy
Honestly material draw calls should not be eating up and making your game cpu bound. It really boggles my mind who is coding this sometimes.
I suppose its unity?
Unity is not really ever been efficient. It's just designed to lower the barrier of entry into development.
Yeah it makes it easier for goofs including me to learn and get started with any kind of content creation
But you can't blame unity for everything. I've seen even the trashiest of engines like torque be gutted by a competent team.
But at that point you should ask yourself why you're not just making your own project.
My own engine?
Unity is fine software, it kinda also gets a bad rap because it's so easy to use
I see unity the same way I see unreal.
And a whole lot of "babbies first project" type deal with awful spaghetti code.
If else statements in place of number generators.
Hacked together functions
Truly goofy stuff
Iunno man. I'm part of the unity station project of porting ss13 out of byond and it's been one hell of a collaboration. Never underestimate dedicated autists and engineers.
I wouldn't even begin to know enough to understand how efficient/inefficient unity's code is so
And of course you have passion projects like ducky who crafts stuff like dwarf fortress
Or Terry davis
God rest his soul
Uhhhh... i don't really get where this is going now
heh
so uh vrchat is a game that lets completely incompetent people upload unoptimized garbage
thats a thing
thats what comes with it
f
I'd rather have a hard geometry limit on uploads and a limit on complexity than to see one more secondlife like scenario.
Well, there was one
I still have trauma from the 3 million vert fire extinguisher.
that's why the quest makes it to where you can't turn on very poor by default
with no lods???
at least have lods
right
No lods
3 million verts is more than would be needed for a world, and 15 people in VRChat
The only thing protecting your precious gpu would be object occlusion making it not render within the level geometry until you have line of sight.
But allowing user content comes with upsides and downsides
Ups:
- (Almost) Infinite creativity
Downs: - Fire extinguisher
Both digital and real
yes
But God Danm secondlife was full of that too. We actually had to setup script limiters for combat Sims because users couldn't comprehend why wearing 30 different multi gadgets was causing massive Sim time dilation.
But as for this question, people don't do everything from scratch because why would you do that when someone's done it for you?
Sure, you could do it better, but you'd need lots of experience and knowledge
Experience and knowledge, that a lot of people don't have
I am still learnin my poor dum brain I think its finally doing good things after 9 months
lots of people have no experience in this before they played VRChat
Yes but I've seen the rise and fall of many softwares from not adhering the the fundamentals. Google especially loves to go through phases within its development cycle. Take chrome os for example. When it first came out it was a masterpiece of engineering made by people that really knew their shit. It had the most efficient low overhead kernel I ever saw out of any os and it was pretty much a heavily customized build of gentoo. But then after the greats establish the framework. The company doesn't understand why the fundamentals were important, and students are hired on and next thing you know it's just like every other OS that's full of bloat and the kernel is now so fucked you can't even install normal Linux onto the device anymore, holding your hardware hostage over really simple shit.
What fundamentals do you think are essential for VRChat and its players to follow in order for its survival
Chrome OS is based on Linux, and always has been, hence my point, "why do it yourself when someone's done it for you?"
According to Wikipedia (no I'm not bothered to look into it any further, I have other work to do) It was initially based on Ubuntu
For one, cross play compatibility so that there isn't a major separation between the services of pc and quest, even if it means having to restrict the potential of pc users. I think having stricter limits to file sizes for example and having them be consistent between platforms for example is a major one. Though this model isn't really going to be feasible until physics bones are done. So it's not worth discussing.
Since there is just absolutely no way you are going to pull that off as is. It is very much cpu bound.
stricter limits to file sizes
VRChat upping the Quest world size limit to 100mb:
The whole point of the new ui for example is to help establish the framework towards these goals.
And I'm certain this has been discussed within the company's roadmap.
And the major separation isn't a VRChat issue, it's not a Unity issue, it's a CPU architecture issue
Actually. I would argue that ARM is getting pretty efficient at virtualizing x86 instruction sets.
Have you not seen the apple m1 processor?
You missed the point. You don't need apples optimized setup to pull it off.
And Apple is also a highly specialised company.
You can install full windows 10 onto a quest 2 right now.
You do though
Even without root.
without root?
Yes.
Windows has ARM builds
oh
Android based VMware applications can now virtualize a single x86 thread.
It's not fast.
But it works.
ye m.1 is like a whole motherboard set up in the most optimizal way you could imagine, you cant really shove it into a phone, thats most likely why iphone12 = 13
Which is the problem. It's not fast.
Yes. But unity definitely isn't some random android app
They have their own api for this.
I don't think the Unity editor has ARM builds nvm Apple m1 macs have compatibility I forgot
Unity has had support for building and porting projects to android for a long time.
you would probably get a unusable framerate trying to shove a Windows install onto the quest 2
It took me 3 minutes to open task manager
bruh
:|
facebook should just put a pci lane on the top of the headset so u can plop ur gpu in ez solutuon
Pffft
I really like arm based apu's
Ultra shit fill rate
But doesn't even flinch at absurd resolutions.
Xr 2 having such a high vert limit is nice too.
Fun little device really. I have the quest 2 build of neos vr as well
quest 2 build of neos vr?
Yeah
Honestly unity is just fucked right now with some things.
Like grab pass fucking up the rendering pipeline in single-pass instances.
Fuck unity tbh.
idk what u said but sure
You know Neos uses Unity's rendering pipeline?
@radiant osprey yes. It's stated in their git.
is there any way i could lower the file size of my avatar?
Lower texture resolution, or use compression on them
Or just lower amount of polygons
@dusky fog
Are they ever gonna make quest be able to hear avatars?
if you're referring to like avatars having sound effects/music basically never because it's fixed Hardware so it can't get better
as far as how many sound sources it can handle
Ah i see
basically the problem is The Voice chat is already using up like all of the available audio sources
Oh ok
contrary to popular belief, audio is expensive, especially on mobile hardware
see: https://www.gamedeveloper.com/audio/unity-audio-import-optimisation---getting-more-bam-for-your-ram
granted, those phones are a bit old now, but the trends are still similar
thx for this matcap btw, still using it today for my fur material https://media.discordapp.net/attachments/884676464010723328/907901593440104479/unknown.png
How do people handle testing of Quest-compatible worlds without avatars in them? Do you just aim to hit the max framerate cap? Do people test with some kind of fake avatar kit?
I'm aware of the recommended draw call/geometry maximums defined by Unity but this isn't particularly helpful for my project.
people can kinda fake the effect of players if you had a bunch of avatar models you just import into the world as players ye
you would use a quest in standalone mode and just measure the fps wit the menu
Thanks, good to know. Time to find some avatars \o/
Keep in mind each person in an instance adds to the cpu cost for things other than rendering the avatar, such as voice, network ik, udon network sync, etc. This will at best check for your rendering budget, but will not be representative of your expected performance with actual players in the world. Best to just invite some friends into your instance.
You will also want to test to see if your cross-platform sync is working correctly with actual players if you have any networked objects/behaviours in the world.
yes i like this too thank u
how would i go about optimizing a VRoid skin to be quest friendly?
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CATS.
also, if youโre using 1.0.1, thereโs a couple of key changes to the process
for example, in CATS, itโs recommended you make a texture atlas using all the materials at once, then I think use the decimation feature
if the atlas texture turns out to be too big, which I doubt itโll be, then just downscale the atlas texture to 1280x1280
then, import the model into Unity, and then go to Materials. extract Materials, and then import the atlas texture.
Click on this singular material, click the box next to Albedo, and then drag the atlas texture into it.
If youโre familiar with PHIAโs tutorial then these locations should be familiar enough for you to extrapolate the details.
and make sure to have all the body under your clothing transparent in Vroid as it has a checkbox to automatically delete transparent triangles so you're not wasting your budget on stuff you can't see
@minor comet @humble canyon thanks so much!
say, if I have a few textures with transparency that I want to apply to the base face texture, how do I convert the transparent meshes to face textures?
(my model has a couple of small transparent meshes applied over the face and I want to apply these to the skin so it renders correctly)
make a duplicate of the face mesh, then join the desired 2d textures to the original face, and bake diffuse with blender's cycles renderer to the new face
just make sure alpha clipping is applied to the materials being used in the bake
witch channel that help you fixing stuff
hey im looking for helo in converting a pc avatar to quest compatible
I can convert it for you if you're willing to pay
Iโve found out that I canโt download a avatar from a public world
So I canโt rlly convert it
Itโs ok
Iโm just tryna find couple avatars
ive been working on converting this avatar to quest for a few hours now can somone help me figure out what to do
i removed the piomi shaders/dynamic bones from it and when i try to upload it it just says no camera rendering instead of showing the avatar upload menu
did you replace it with the vrchat mobile shaders tho
screenshots would help a lot, i'm struggling immensly to make my own quest compatible
Have you put a camera in the unity scene if I might ask?
yup
the part about mobile optimization thatโs a pain is trying to fix cutout transparencies
Can someone explain why when I tried to make my avi quest compatible it had a green tint on the shoes and shirt
because the quest shaders show vertex colors and you might have some green vertex colors attached to the avatar
Who can create 2d expressions
Any recommended unity tool to remove them and reconfigure the mesh?
Is there anyone i can send an avatar for optimization ive had issues uploading it after following several diffrent methods of making it quest compatible
Helloo i'm New when i play vrchat in quest 2 whzn i open menu / maybe someone change skin i think my game avec Glitch ( weird sounds )
Do you know how to fix it ?
vertex colour, you can use the quest tool converter from booth to remove it automatically
oh yeah, above
whats a good way to compress world file size? mine is at 90-100ish mbs rn
download VRWorld Toolkit to examine asset sizes individually, you might be able to downsize some Normal textures
weres is that at?
i installed it but it isnt showing up in the toolbar
Are there any errors in the console?
alot yea
can you take a screenshot of those errors
anyone know if there is such thing as a fake transparency for quest in unity?
if you're referring to avatars no not really
oh ok
So for quest worlds. I need to swap out all the shaders for the mobile shaders from the SDK right?
you dont have to for worlds.
... but I'd very much recommend it!!
The mobile shaders are optimized for quest. Most other shaders are not, with some exceptions
I'm trying to optimize an avatar using the Cats blender plugin for quest. I'm having an issue where when I combine the materials, the materials work for most of the model, but the undersuit is invisible. Any ideas on how to fix this?
Figured it out. The original texture used for the undersuit had transparency for some reason, and it is fixed by removing the transparency from the material
thanke anyways! ๐
i made an avatar for quest it is within the quest limitations but i still can't see it in quest
you have to actually upload it to VRChat, while Android is the current active build (as opposed to PC/Windows build)
You need to upload an avatar to the PC and Android sides of the pipeline in ordrt for it to be cross compatiable
I had a quest version of an avatar that was under 10 mb, but after a recent update, it nearly doubled to 17 mb, what happened?!
also, i didn't change anything about the avatar
I just need help uploading my 3d model into quest, I donโt have a way to get unity so Iโm having a lot of trouble right now
is it possible to have avatar stations on a fallback avatar?
I know how to set up PC avatar stations but how would you set up one for quest?
should be the same exact way I think? Never tried tho
if the VRCSDK whines abt it and makes your performance rank go medium or above then ig ur fcked
but else if it works do tell me
I tried but uhh you cant have colliders on quest -w-
which are needed for chairs
why qwp
I tried using my avatar's model as a chair but it didn't work
it automatically makes colliders on runtime for it afaik
if there r none
no workie qwp
could you create a prefab for one that works on quest?
I'd like to test it
@sharp zinc lmfao all the visemes are gone
optimized the mesh too much
still not sure if i should do a poor model with 19k and 3 materials or an extremely mutilated one with like 8000 polys and 2 mats to get to medium :c
welp i want the ava to be seen, so here we go
optimization p*rn
who needs speech visemes
aaaaaaa
what I do sometimes is seperate the face gemoetry, move it to a seperate collection and disable the collection. Thats so I can decimate every other part of the avatar
ooo clever
but the model had no proper mouth to begin with anyway
i just rotate the head when the char talks now, has an interesting effect lol
like into the neck and forward via a flap thingie
Medium, did not use as p*rn
Hey, removing too many polys makes the model looks like shit
I also like my custom materials
well. Yes. hhahahahha
I tried playing with lower polys in cats and everything else made the limbs look weird and especially the extremely lower ones were just a frikken ps2 filter
Gonna need to come up with some special mouth movement shader now since it ate all my viseme shapekeys and stuff
Like maybe an material replacer, size transformer etc that reacts to viseme changes
ahhh I understand. Did you do the research in older games? (like, finding those products with the 3D style you are looking for and find the best example of lower limbs.
because sometimes by just looking at something really close to the image in your head you can come with an idea
or I'm not understanding you?
I got inspired by this watchmen character https://youtu.be/JDR5JVrXBak
From the episode called: "It's Summer and We're Running Out of Ice"
All rights belongs to HBO!
You can checkout #avatar-showcase about what the mask currently looks like
Cant really use a custom shader for quest so id need to make different materials and swap them or create a blendshape that that transforms the mask
Would having materials affect the performance?
I wanted to use the actual mouth shapekeys but since they been reduced to ashes with the mouth bones i gave up there
Not if you do it right. Mine is 7.5k with accessories on quest
And it's 1 material too
Problem is the one i chose wasnt very optimized before and started at 32k polys with an unneccessary high detailed face and hair mesh
And also had 5 materials where only like 3 were actually used
You can atlas all of them though
How do I make avatars quest compatible?
Setting up a cross-platform world or avatar is actually quite straightforward! In short, all you have to do is use a duplicate project to build an Android version of the asset, and upload it to the same content ID as the VRChat PC asset. The client will manage which version it needs to download. If ...
Creating content for VRChat Quest is a challenge-- you have to create attractive, compelling content all the while keeping the content optimized for a mobile device. These are the same challenges that game developers must deal with while building for mobile. Here, we'll give you some general guideli...
anyone know how to fix these textures on quest shaders?
the one that does work is this one
i am currently using the 3.0 SDK
I can send you a old one of the 3.0
oh so i can keep the 3.0 i just need the older versions with better shaders?
aight bet
o?
They are using either 1.) a modified VRCSDK and/or 2.) an old VRCSDK that for some odd reason allowed transparency into builds of quest avatars
Most likely 1, which is against TOS
Also why they went to DMs
No versions of the 3.0 SDK ever supported transparency for quest
use the knife tool in blender and cut out the black bits
2 because quest shaders are shit
realistic avatars are litterly impossible with them
a cutout shader will be more better than modeling every little strand of hair
if I used quest shaders my avatars would be crashers or look like shit
my newer avatars I still work on have toggles for the shader to be turned into quest shaders
example cutout to matcap or standard lite
I make the shaders for my avatars specificly as optimised as I can outside the quest garbadge most of us have to suffer from
unlike most Ive studdied mobile hardware for the last 3 years
I know what will work and what wont
if a shader takes 2fps off performance I wont use it
if it does any less it isnt a problem
cutout shaders are risky but it depends what else it does
the shaders I use do not more worse than standard lite
I am against some pc shaders but it has to be changed with limits
realistic as in like daz 3d looking models?
realistic as in rips from games like dbd and resident evil
I spend atleast 2 hours optimising them
oh and they have their hair in a way that typically require cutout shaders?
yes
rip
yes because they're not modeled for mobile phones in mind
theres cutout in nintendo ds games
The fact that you're not using the VRC-provided shaders properly leads me to believe this is false
a Nintendo DS and a Android phone have different rendering characteristics
and also the DS is not user-generated content
don't we all love user generated content
ever made avatars before it was patched @radiant osprey
Ever notice the performance before it was patched
like someone could generate a model in vrchat that 5000 quads stacked in front of each other that are all transparent and the overdraw on that would give the quest a headache
ever noticed my stuff?
Have you benchmarked or profiled any of your stuff? How many ms of render time do they use?
I have not
better try my stuff out then to see my point
I don't have a quest so I literally can't
thats the problem
also @radiant osprey I made a demo showcasing with and ithout vrchats limits running on quest 2 hardware
I havent done quest 1 because some pc user decided to brick it
Where is this demo
and have you tried your avatars with like 10 of them on the map with the avatars overlapping in your line of sight
yep performmance was not more than 2 fps lower than with standard lite
also my demo is on my trash yt channel @radiant osprey
how about with a mirror on
ever heard of dont put mirror on no matter what your avatar is?
vrchat has to worry about the worst case scenario and they allow mirrors on the quest
they need a lite mirror then quest would be completley fine
they are Avatar only mirrors on vrchat
yes but the mirror itself needs more work done
so what would you do to the mirrors?
following cameras
Looking at the demo, this doesn't really prove anything
VRChat enforces these rules for shaders and stuff in order to keep up performance in as many situations as possible. This demo doesn't show any hard data, framerates, or performance tests in any situations. Of course quest is capable of all effects and shader types, but VRC enforces their own shaders in order to keep the system from dying in 40+ player instances.
Quest can't handle high fill rates very well, as well as other GPU-related effects. As you're literally running on a phone GPU
their shaders dont do shit
Any evidence for that?
Because I can actually pinpoint many areas of which their shaders work as optimized for quest hardware as it is
its 4 in the morning
you want me to be shattered?
I have to message people bout their presents
I want you to be optimized so you can keep everyone's game running well. There's a reason that people say quest runs like crap
wait what
It's not 50%, but it does take about 5-10 fps
why not just make them opaque tf
that is a questionable descision
for quest at least
For comfort. A bunch of solid bricks of text and images would clutter your screen super fast
listen kid Ive had enough of your shit let me just get some sleep
Im in university where are you?
and for reference vrchat cannot do Application space warp because that would require unity2021 and the universal render pipeline which would involve breaking all of the content in the game
Teaching people how to code as a profession. I've been using Unity for over 8 years
finding that hard to belive
Well you're free to believe what you want
I'm just trying to give out some advice on optimization
From a semi-professional standpoint
I have my own tricks
There's always a reason behind any change the development team makes. They don't just force no transparency for fun
Oh btw, using old files from older SDKs is against TOS as it constitutes as modifying the SDK
I imagine in many years since it has trouble running on PC
probably not for a while and its performance is even worse even with a gaming PC
because basically like the optimization people do on vrchat maps you can't do on neos
welp guess who wont be sleeping tonight
well that's your own fault for keep talking to us
xD
text chat is asynchronous communication so you can always bicker with us tomorrow
เฒ _เฒ
hey!
I have a question
I have had a quest 1 for almost 3 years now and I was wondering if there is a significant improvement with the quest 2 because I keep crashing and my battery keeps draining quickly or are there any settings that help performance
its got more vram I believe so thats a p big upgrade for a game like vrchat
and the battery problem is probably due to just having it for so long
and if you ever leave it in the charger past 100% then thats also not helping
are there any sidequest settings or something
I might get the headset coming out next year
Can we buy vr chat plus Iโm having issues with it?
just got a Quest 2 a couple days ago. Trying to play VR chat, but cant go into any other world without a crash, and when i bring up the side menu and click "avatars" , it just takes me to loading screen with the 3 dots, foreverrr...
open to any helpful suggestions
dont go in public worlds
Y
And be alone forever? Kinda ruins the point of the game
But itโs not any one personโs fault. Nope, itโs tens of thousandsโฆ
At least
Just donโt have everyoneโs avatar on
One thing I like for quest, is the option to add dynamic bones, it be nice to finally not have static movement
Dynamic hones will never come due to their poor performance, the VRChat team is working on an alternative that performs a lot better and will likely come to Quest
Oh, makes sense, but what about avatar sounds? Wouldnโt they be able to have the input for that?
Sounds also don't perform that well, and the budget for those has to go to people speaking
Ok then
Like, the og Quest could handle ~12, the Quest 2 is ~24
What about recording on the camera in vrchat, that just have to be possible
Give everyone sounds and suddenly the amount of people the quest can handle is halved
Again, performance, recording is a lot more demanding than taking a photo, and the Quest does give you ways to record things, so there's already alternatives
Wow, kinda disappointing, but thatโs quest for ya. The optimization for quest is dogshit, they just simply made it preform like it like that, probably because itโs wireless. But that doesnโt explain how other game systems have good optimized settings. But Iโm just sayin, donโt want to write the whole bee movie script
Once again the headset, not VRchat
User-generated content, unless it has strict, enforced limits (which people will bypass), will always have performance issues
Plus, it's mobile hardware
Youโre talking to the people who made Facebook lol
But thereโs different types of headsets too that run better than quests some how?
doesnโt explain how other game systems have good optimized settings
Because those games are built to have good performance on the hardware they target
The Quest is actually significantly underclocked
Yeah, I've had a Quest 1 for at least a year now (perception of time absolutely sucks) and I recently got the Quest 2, and the amount of performance boosts that I got was awesome! I would highly recommend you getting it if you can. :)
Also on the note of SideQuest options: You can set your GPU/CPU levels to both 4 and it can give you a few extra FPS, but trying to change the texture resolution I don't think works, but I could be mistaken. (Tested it on a Quest 2 btw)
changing the resolution does work but it can make ur game a bit laggier
I feel like mixing avatar sounds with speech of the avatar user would work. Reduce the amount of processing necessary for 3D audio, with only minor overhead in mixing the audio.
Having an "instance sound limit" with a "sound priority ranking" based on safety settings first, followed by distance to user & playback age would also be a good way to handle it. โ Prioritize speech over sounds, then those of higher safety based on user settings, then prioritize sounds based on approximate distance to user, rounded up to nearest [x] meters, followed by creation time (oldest first).
Also having a set fall-off for quest could also remedy a lot of the issues. Ignore creator provided spacial audio values, and use a conservative set of values that require a player to be fairly close to the audio source.
If all 3 were combined, I'd fail to see how that'd create any significant performance issues over no-sound.
It's confusing too, because the game actually has a sound option in safety settings. And particles too. The only thing the game disables is the shaders option. โ If sounds are unavailable you'd think it'd also be disabled in UI.
โ
In general, it feels like VRC' current restrictions for Quest creators are not only vague at times, or confusing, but also "the easy way out". Creators who wish to optimize, and take care for content get penalized for wanting to utilize certain features.
Meanwhile, users who don't care are literally uploading worlds that crash my headset, make me go cross-eyed, have no textures, freeze VRC, and more. Nothing seems to be stopping people who want to upload utter junk to VRC on Quest, and VRC neither provides ability to, nor requires testing, of VRC Quest content.
if u make a vrchat canny on their feedback boards then you can suggest better limits
since they look at feedback boards and not discord for changing stuff with the game
Those are a lot of good points, and they could be done, but you wouldn't be able to have much audio with the Quest's 10mb limit anyway. I think allowing people who put effort into optimising certain parts should be allowed liberties in others (example: excellent except tri count (of say, 25k) still runs better than most very poor avatars)
And just a minor correction:
It's confusing too, because the game actually has a sound option in safety settings. And particles too.
You can use particles on Quest avatars, just no transparency (so no one uses them), and I feel like the audio option will be removed in the second part of the UI update.
That's confusing because it's not documented anywhere. I've tried for 2 days to get a particle effect working on my avatar and it doesn't render at all.
Audio can also be compressed at build time. VRCSDK could provide the option to override the audio format, bitrate, and channels, downmixing to mono, at a set bitrate and frequency.
i need a gerudo model
from zelda that can be seen on quest
Ask in #quest-general this is the development optimization channel.
https://feedback.vrchat.com/quest-creators/p/offer-avatar-sound-mixing-on-quest
That's one suggestion down.
Simple fix - matcap lit
Hello! So I've been having this issue a lot recently. When I import my PNGs into Unity, two of the three work, but one of them, (The main body atlas) doesn't show a thumbnail, or allow me to change the import settings. Does anyone know what's been going on? I'd love to know!
Hey I'm getting a quest this week, can anyone recommend some headphones/mic to go with it?
I've got a hyperx cloud 2 for my pc, but that looks too big to go with the quest? idk
the normal mic isnt that bad tbh
Oh didnโt realise it comes with a mic ty
you cant use other mics bc the aux plug doenst support it only the built in one
i think the developers should add Aplication SpaceWarp to VrChat quest because im experiencing loads of frame drops in almost every world and ot would be amazing to see a 70% performance boost for VrChat
that would require them to upgrade to a new Unity version and break basically all the contents in the game because Aplication SpaceWarp uses a completely different rendering pipeline then vrchat uses
I was always under the impression it supported TRRS headsets, but testing myself after reading this im shocked it seems to... not. At the very least, it does seem to use only the internal mic. Unsure if this is intentional though.
- Check the file permissions in Explorer. Compare to the working textures.
- Ensure it's actually a PNG (file extension != file type); might be getting saved as another type with PNG extension.
How do people get those cool materials that move and stuff on quest?
Like noise materials
Probably a matcap
So like they would make it in blender of something
Shaders are all Unity
Then how do they do it
In the material in Unity
They probably just apply a noise texture to the matcap shader
And how would they do that๐
Find a noise texture, and simply apply it to the "Matcap" slot in the Matcap Lite material of your avatar
Wait then how do they get it to move and stuff
Matcap is a reflection
I think I might've figured out my problem. The PNGs weren't originally saved on the same computer that I used to make avatars.
Thank you for answering, though!
Is there any way to improve an SDK3 model's ranking when it has changeable clothes and objects?
My model has a max poly of roughly 28K, 3 mesh renderers, & 7 material slots at the moment, but:
- about 7K, and 2 slots of that is in 2 props sharing the same mesh, which only show with a specific gesture.
- around another 2K, 1 skinned mesh renderer, and 1 slot of that is in a toggleable clothing option.
Leaving sub-20K poly, 2 renderers, and 1 slot being the actual model that is shown under "normal" conditions.
I understand that when all of those are active at once, it'll hit performance harder, but I'm also wanting to add more outfits that are directly interchangeable from the action menu. โ That is, future additions will be mutually exclusive.
The way the SDK seems to handle it now, it would appear even if objects are not shown under normal circumstances, the SDK still counts it, ranking the avatar pretty poorly.
The avatar seems to have no issues in small groups, and I've never really noticed issues with it compared to lower-poly models, and I can't exactly decimate the geometry any more than I have without breaking the model.
But I don't feel comfortable with the avatar being ranked VP in this state, just in case future changes to VRC remove these avatars.
This is something I have a similar question to!
I was able to get by for now, having a single piece of clothing toggleable and two polys away from the 15k limit for medium (autodisplay) ranking.
Definitely start with atlasing your textures. That will cut down on material slots, but only gets you down to one material slot per mesh.
My question is, is there a way to combine all these meshes into one, and still have them toggleable? In a way where they still are considered one mesh & one material slot? I can think of really jank ways to do this, but not sure if there's a proper method.
but I'm also wanting to add more outfits that are directly interchangeable from the action menu
Don't
Just make separate avatars for separate outfits
You also won't have to deal with the 10mb limit nearly as much if you do that
That seems to defeat some of the purpose of SDK3 avatars.
You don't need to have 10 outfits on one avatar
You also shouldn't be limited to uploading an avatar 20 times when you want to make a change that updates all of them. That doesn't really feel like a solution
Don't offer support if your answer is "you dont"
For atlasing textures, I would, but the problem with that is that I need emissive materials for my secondary materials, but matcap shading for the base model.
VRChat Mobile MatCap Lit doesn't allow for an emissions map. So I have to use secondary slots on both the primary model & its primary outfit, inflating the material slots by 2.
The latter, from what I can tell, that is a "no". I am testing to see if objects need to be skinned meshes or not; I converted my props to filtered meshes as part of the base model, and have them as children of the appropriate bone. โ If this works, I will have successfully reduced myself into "medium" territory on the mesh rendering front. The only things pushing me into Very Poor will then just be the mesh count (primarily) and the material slots (secondarily), neither which I can really "fix".
Is there a reason you need matcap for the base model?
(Proper) Toon shading.
Checks out
Eyes are emissive though, as well as a pendant on the avatar.
(Essentially they're "unlit")
You got your polycount under 15k?
My question is, is there a way to combine all these meshes into one, and still have them toggleable?
As for this, yes.
- Blendshapes, where the size of the prop is either scale 0, or 1, but I wouldn't recommend this as the more vertices there are, the worse it'll perform.
- Bone scaling, same as the above, but it performs better.
This was the jank method I was thinking of, haha. Doing that doesn't feel right, but it definitely would work.
Bone scaling would definitely be a better choice there
I have some of those to spare
Some people actually split off meshes with blendshapes for performance reasons
Like, the face is separate from the rest of the body so calculations aren't done for the whole mesh, just the face
Interesting. Well my model is not 100k+ polys so I can't imagine i'd get much performance benefit from that, but i can see where that might come in
Sadly, the best I could do for the "base" avatar in its current "base" outfit is around 18K, 19K. Not enough for Medium, but maybe enough for Poor? There's not exactly enough feedback on what values put you where in the SDK.
Actually, there is!
That's actually kinda clever...
Where?
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is. This system is provided to inform users what is likely the most perfor...
While "poor" will still require most players to manually enable your model, users are able to change their setting to enable poor models by default
But if your main model is already at 19k, you might be SOL
Oh that's why I couldn't find it. It wasn't in the Quest documentation.
Yea it's not referred to anywhere in the quest docs for some reason
That documentation needs some work, I tell you hwhat
I find it really funny ||and annoying|| that bounds size can make your model "very poor" but the game will still display it by default if it fits the other categories.
It doesn't necessarily cause performance issues in of itself, so it's understandable why they did that
True, but then. Remove the bounds size as a limitation
True
Ive noticed. I still have trouble getting particle systems to work. Apparently its a thing, still, but the particle shaders in the SDK are removed.
Why specify what makes it good, medium if it doesn't actually do anything. lol
No: Particle Systems All Particle Systems removed
(unless this is out of date)
That's if it goes over the maximum performance rank
Ive gotten mixed info on this.
Oh yeah this is right. My bad
Oh wait so if your avatar is very poor they shut off particles???
So it's useless even trying...
If it's very poor (or poor if you set it to that) on particles only
Yes. If it ranks poor you can have 200 particles active, 400 mesh particle active polys
medium and better have it completely nixed
Im confused now.
see above
Short answer: Will ANY particle system work on a "Very Poor" avatar?
I'm gonna go with yes because I feel like I have seen it in the wild, but i'm not sure how factual that is
You'd have to manually show the avatar anyway, so idk why it wouldn't
It's looking like No, since you can't set the minimum to Very Poor on quest, but I have seen some in the wild I swear do.
You can't set the minimum, but if you manually enable their avatar it should display
Does this reflect on your own avatar?
Well, you can the minimum display rank, but only up to poor
That wouldn't make sense, the whole point is that it's autodisabled because it's not poor
it's outside the bounds of being considered poor and thus manually enabling it allows it to exceed those bounds uncapped
I think I misread
Not sure what you mean. like if the avatar you're using is very poor, can you see it?
I see what you mean. Yeah the autodisplay maximimum is poor, however if you manually enable a users avatar that's ranked verypoor, it will render.
It will just always be blocked by default, you can't autoenable them.
I did edit my message to make it clearer, but yeah, that's what I meant
Yeah.
Just logically speaking I would say yes. It's not like you get an option for yourself
But regardless, end goal is to get to poor ranking since they may not be compatible at all with quest in the future
Whatever you use, it will always display (unless it's a PC avatar)
Even if you somehow upload over the 10mb limit, it will still show for you, but others can't see it
That's true. If you set a PCONLY avatar and switch to quest you'll show up as a robot.
That also might happen if you bypass the file limit. But I imagine that's not possible
From what I've heard from others, it'll occasionally let >10mb through, but other's can't manually show the avatar, and only you can see it
I've never experienced it though, and only know through reports of people wondering why others can't see it in #user-support-old
Yeah i've fought that 10mb limit hard with my 8k textures so I know how it is....
My guess is the upload is somehow compressed in that it flies under the 10MB limit, but on download, the package exceeds 10MB on decompress.
Then again, before world limits were increased to 100MB, there were worlds being uploaded to Quest that were over 40MB. You'd get an error message saying the world was over limit and get kicked back home.
Even now I've encountered worlds that are over the new limit. So something is off.
It's my best guess. Unity compresses textures and stuff, but I imagine the actual asset package is compressed further for reduced network load.
Basically like putting a JPG in a ZIP folder.
Anyone know how to make particles look normal and not blocky on quest
use mesh particles instead
How do i do that
load your img for ur particle into blender and cutout the geometry in a way that you could have it be opaque and not transparent and look fine
then use that as the mesh particle
i have not used blender ever
do you want the good news or bad news?
good news: ||blender is free||
bad news: ||blender is a bitch to learn||
Truee
I've saved one that goes past the limit, and if someone else copy's it then they can see it too
Which one is the best , air link or virtual desktop?
virtual desktop air link u need good good wifi
so the best is virtual desktop?
