#quest-optimization

1 messages · Page 12 of 1

flat granite
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yeah

stuck ravine
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In my world, some quest users report sliding around when they stop walking, some get stuck in a specific spot in the world near spawn. Does anyone know what i can do about this?

graceful moss
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Are you using Mesh Colliders?

stuck ravine
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yes @graceful moss

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in some cases

graceful moss
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That could be a factor

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Try swapping with Box Collider

stuck ravine
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😮

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no way, thanks so much for the suggestion @graceful moss

stuck ravine
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@graceful moss i forgot this is not an option for me as that would allow people to walk through walls

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walls, floors and ceilings are a single mesh in my worl

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do you know of any other way ?

graceful moss
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You can use multiple gameobjects and have multiple box colliders

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Or add multiple box collider components to a single object

graceful moss
stuck ravine
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do you think this bug will be ever be fixed? Could it be worth it to wait for that?

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it seems to happen to maybe 5% of quest users the rest dont have any trouble walking around for some reason

graceful moss
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I don’t think it’s a bug I think it’s how quest does physics

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Box collider’s are more efficient than mesh collider most of the time

hardy horizon
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Does anyone know anything about world lighting and avatars on Quest? Some worlds the avatar seems "reactive", but others the lighting appears static on avatars.

radiant osprey
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It can also be dependant on the avatar

hardy horizon
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How would one go about lightprobing the player?

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Just adding light-probes doesn't seem to change anything.

turbid python
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@hardy horizon probably PBR shaders

hardy horizon
turbid python
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No on the avatars themselves

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Through normal maps etc they have a defined physically accurate surface

hardy horizon
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Nonono. have a matcap lit avatar that responds to lighting on Quest in some worlds but not in others.

turbid python
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Oh matcapsvrcThinking

hardy horizon
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Im trying to figure out where probing comes in and how baked lighting works.

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(Baking lights itself is a pain and there's not a lot of non-video guides).

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I still haven't wrapped my head fully around Unity baked lighting.

turbid python
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Aren't lights disabled by default on quest avatars?

hardy horizon
turbid python
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Hmm I wonder how it'll re bake when changing to another world with different lighting

hardy horizon
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AFAIK the mobile shaders respond to realtime directional lights, but I'm not sure how to recreate a "spot" light like that. A lot of people pointed to light probes, since this actually bakes the light within space itself. But it seems adding probes alone isn't enough.

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(Why on earth Unity doesn't have a beginner friendly "bake it like it looks in the editor" is beyond me.)

turbid python
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Is there a specific look needed? Otherwise PBR would do fine no?

hardy horizon
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Trying to make the world "as compatible" as possible.

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Haven't found any guides on the matter, and video tutorials grate my nerves and are hard to learn from.

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Maybe it's because of my baked lights...

sharp zinc
hardy horizon
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I noticed that the light doesn't fall off with the point light when I bake it — I have to use a second texture with transparency to give it a false shadow.

If probes are based on the light in my world, maybe i'm doing something wrong there?

sharp zinc
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and advanced users make the money

turbid python
hardy horizon
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If I switch it to realtime, it looks correct in the editor.

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But setting the light to baked it only bakes the shadows cast by other objects.

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I might be missing something though. After messing with lighting settings, and enabling "realtime global illumination (deprecated)", it's behaving closer to what I want, editor side.

radiant osprey
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Nothing you can do on your end if the world creator didn't add them

hardy horizon
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I'm making a world.

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I'm trying to figure out how to properly probe my world.

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To make my lighting as compatible as possible.

radiant osprey
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Just add the probe and then bake your lighting. Probes automatically get baked in

left holly
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Even if it's matcap, the light will affect how bright it is I think

hardy horizon
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I figured it out. Spotlights behave WILDLY different with baked lighting. Had to essentially set my atmosphere to black and adjust the spotlight to compensate to the different behavior.

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After that probes worked.

jagged nymph
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can quest avatars use normal maps?

eternal onyx
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yes

jagged nymph
# eternal onyx yes

Is it while using the bumped diffuse? and do you happen to know how many materials are allowed for a fallback quest avatar

eternal onyx
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i don't. the standard lite shader is typically what you'd want to use on quest

jagged nymph
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standard lite. ok. i'll use that. thank you for the info.

hardy horizon
sand mantle
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weird, usually other way around unless you confused it with specular being part of it but ok lol

hardy horizon
# sand mantle weird, usually other way around unless you confused it with specular being part ...

Nah, I actually ran into other forums that said the same thing when researching different issues. Spot lights (which expand from a point in a specific direction, conically) apparently are fickle to bake? I guess when baked they "fall off" based on their range, whereas realtime they only fall off towards the 'edges' of the cone.

So at a range of 10, baked, it would mean it'd be brightest at 0, and dimmest 10 units away. Whereas, at least in the editor, a realtime spotlight of 10 would be the same from 0 to 10.

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It's possible that "in game" realtime behaves the same, but then that means the editor is showing an unrealistic behavior of the lights and cannot be trusted, lmao.

hardy horizon
# sand mantle weird, usually other way around unless you confused it with specular being part ...

In my case I have a spotlight shining down from a ceiling, to the floor 3 units away. with a radius that makes it extend outwards just slightly before the edges of the floor. In realtime, in editor, it behaved sorta like a "contained"/"shaped" directional light, and illuminated the floor in a circular shape, fading at the edges.

Baked, it was completely black. No light. Or, with default atmospheric lighting, it'd be completely lit. No in between.

Extending the light's range by 2 resulted in the light reaching the floor when baked.

sand mantle
edgy kraken
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real time and baked behave differently yeah, because it is possible for baked light to bounce

sand mantle
sand mantle
hardy horizon
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Only thing more messed up than the light's behavior was the ambient lighting. Had to set it to a color and make it near-black to get the right appearance with baked.

hardy horizon
sand mantle
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lightmap uvs

hardy horizon
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It generated them during bake if that's what you mean.

sand mantle
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is it probuilder/any unity built on mesh maker or is it an imported model?

hardy horizon
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The floor was a simple Unity plane.

edgy kraken
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i feel like it could be possible your spotlight just isnt strong enough in baked and you have to trial and error to see where the light actually projects strong enough

hardy horizon
edgy kraken
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ah okay

hardy horizon
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I had my light set to an intensity of around 2, I think, realtime. It's 20 baked.

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And my range was .1 units past the floor, realtime.

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Baked it's double the distance.

sand mantle
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hmm, I guess 🤔 another thing that couldve happened was that the material was set to a high metallic level and ate up the lighting

hardy horizon
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Completely unlit except for the lightmap.

sand mantle
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oh, then thats a weird behaviour

hardy horizon
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And I tested with other shaders too.

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None of them received light until I doubled the length.

edgy kraken
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interesting

sand mantle
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their loghtmap shader is usually pretty good at mimicing the matte lighting

hardy horizon
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Granted I never tested the realtime lighting in VRC, but in the editor, if the spotlight was set to realtime, and the floor used the standard or standard lite shaders, I could have the light's range just a smidgin beyond the floor.

With the baked lighting (using Unity's built in lightmapper) it would barely reach objects half way up to the light, and never reached the floor.

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I think this may be unique to spot lights though. I didn't try point lights or other lighting types.

edgy kraken
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at the very least i did observe them to be completely different, i didn't measure their distance though

sand mantle
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well, theres many varibles that couldve caused this

edgy kraken
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i think "mixed" is kinda iffy too

sand mantle
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but im here with 6 years experience who can actually bake lighting without even looking at the realtime counter part before bake

hardy horizon
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It's possible I could've changed some lightmapping settings enough to get the same result, but the fact that lightmapping is not WYSIWYG to realtime lights, and the fact I'm still green to a lot of this, meant I didn't have the patience or knowhow to do it "right".

As long as my lights are baked it makes no difference.

sand mantle
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so i havent really seen realtime lights be so drastically different unless some setting was meshed with or something else

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fair game

hardy horizon
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I did set the lightmapper to subtractive, but using the default option (shadowmask) made no difference.

sand mantle
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id do shadowmask for more accuracy

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ohhhh i wonder if it was the directional map

hardy horizon
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Di...rectional... map?

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Huh?

sand mantle
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the default is to also bake a dir lightmap, which can kind of mess with results a bit if youre not careful

sand mantle
hardy horizon
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Oh that setting.

sand mantle
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just makes lightmaps look more ”depthy”

hardy horizon
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IDK why that'd effect a flat plane though.

sand mantle
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me neither but anything is possible in unity

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i recalled one time that the dir lightmap made the main lightmaps way darker and birghter than they should

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i also recomend not using directional when youre new to light baking

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just as like: a general thing

hardy horizon
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I'll remember that.

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I do remember seeing a post that said that too, but I noticed no difference with it off at the time, so I ignored that.

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Though that was before I figured out the ambient light, so EVERYTHING was lit.

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Possible that would've fixed my intensity issue after I figured the ambient situation out.

sand mantle
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right, the environment or whatever its called now

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oh, was ambient occullsion on?

hardy horizon
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If I'm understanding correctly.

sand mantle
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i dont think youd need rtgi

hardy horizon
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Oh wait I confused it with the AO mode.

sand mantle
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AO is like excess shadows between meshes

hardy horizon
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Yes it is on, though it wasn't before when I was having issues.

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I turned it on after the fact.

sand mantle
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i would turn that off, that could make things darker since thats one of the key things itll do

hardy horizon
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That I did check.

sand mantle
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k

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ye, AO is usually favored by new people, just dont use it on PP

hardy horizon
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PP?

sand mantle
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post processing

hardy horizon
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Oh. Isn't PP disabled on Quest.

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I have 0 intentions to make PC only worlds.

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Since, well, I primarily use Quest.

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Oculus doesn't support VMs, even though my MacBook meets the specs to run VRC in it. (GPU thing. No AMF or NVENC).

sand mantle
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ye but just as a general rule, AO for PP is just not a good idea for vr right now lol

sand mantle
hardy horizon
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I can bootcamp windows, and do have it installed, but it's a bear to switch back and forth.

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And the lack of R/W APFS drivers for Windows makes it excruciating.

oblique remnant
sand mantle
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k, theres like a tiny commune of quest macbook unity peeps and theres not many for vrc so im just curious whay your status of it was lol

hardy horizon
hardy horizon
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Granted I couldn't get light baking to work then either.

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Baked lights just destroyed my world on the defaults, and unlike the spotlight issue recently, then I couldn't figure out how to fix it.

sand mantle
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m1 lightbaking is a speed demon

hardy horizon
# sand mantle in asvr?

Yeah. In AltSpace. I was practicing at the time since a friend of mine was too nervous for VRChat. I had the world working stable with realtime lights, as long as I didn't go overboard. BUT after the big update that added merged Microsoft accounts my worlds just became utterly unusable.

I tried baking my lights at the time as I knew it'd give a performance boost, but my lights were always muddy, colors were washed out, and shadows were very poorly rendered, using the defaults. The realtime had clean shadows, bright lights, and vivid colors.

sand mantle
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couldve been a drawcall reset to the world

hardy horizon
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TBF I probably had a lot of bad practices in the world. I always meant to improve it, but seeing my world go from useable to 2FPS slideshow killed any motivation to improve.

sand mantle
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I remember asvr wpuld run pretty well woth rtlights, i cant remember why

hardy horizon
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I imagine the CPU load was small.

sand mantle
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id make new then, but asvr lets you have rtshadows

hardy horizon
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IDK what they changed with the big update but whatever it was, it completely changed the stability of ASVR worlds.

sand mantle
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thats unfun

hardy horizon
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Yeah.

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If it was just a slight perf. drop it'd been fine. But it went from stable FPS handling me AND a friend, to being a slideshow solo.

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It's like something fundamental to how they rendered worlds changed.

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Granted it could've been the RT lighting. But the fact that the performance overhead changed that much was baffling.

hardy horizon
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Yes

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Occlusion culling is actually pretty important too, as it reduces rendering overhead.

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Learning to bake occlusion for static objects is also important, similar to baked lightmaps.

formal grove
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Use standard lite.

hardy horizon
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Don't forget to bake lighting! Quest is restrictive on lights.

sharp zinc
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Never used to though

heavy vortex
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not sure why but my baked lighting still doesnt show up on the quest version of my world, i always make sure to bake before uploading also

sharp zinc
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Me when optimise

slate ruin
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Does anyone know how to optimize the hyenid for the quest?

turbid python
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@slate ruin you'd have to edit the topo

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And remove physics etc if there are any

slate ruin
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What do you mean? The hyenid in the files has a quest friendly fbx- if I use that and export it to unity like a normal avatar with the SDK and all of that on an android build would that be quest compatible?

turbid python
slate ruin
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Ok! Thank you ^^

glad fossil
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anyone know how to swap recording eyes from right to left during streaming?

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helping out a friend with this and just thought i should throw this in here

sharp zinc
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Is it normal to have 30-70 fps on vrchat with quest 2? My pc spec is 3070ti, 16gb ram and i7-11700lf. If I turn on dynamic bone it even hit 10fps sometime if there more then 8 people.

lone stone
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anyone know why i cant see some peoples actual avatar? There are some people that sometimes have a default skin when they really have a different not default avatar

humble canyon
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probably because they have a very poor Avatar so it shows a fallback Avatar

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there is no way to automatically show all very poor avatars because that could crash your headset as there's no limit to how much resources a very poor Avatar can use

shell jay
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Be neat if you could specifiy certain limits it'd be okay to auto show instead of just "ranks"
like what if you're comfortable with how a 45k tris 10 material avatar effects your FPS but not avatars above that so you could set it to auto show avatars with those stats and/or below

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this would equally be useful for PC

austere grove
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Is it possible to edit locomotions on quest/fallback avatars? Like walking/sitting animations?

Never done much within these limits

humble canyon
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yes you should be able to do that

austere grove
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Thanks

graceful vessel
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Can you upload a custom avatar to quest if its performance is medium

humble canyon
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yes there wouldn't be any problem with uploading a medium Quest Avatar

graceful vessel
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Ok awesome

Thank you!!

humble canyon
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but I would know you would still need a computer with unity installed to upload the avatar

graceful vessel
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I have unity. Ive been trying to implement an avatar for awhile now and after doing the auto fix in the SDK it said the performance was medium though wasnt sure if that was fine for Quest

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I still cant implement it cause I have to fix something that cant be auto fixed but im getting there

humble canyon
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I would note that the SDK tooltip about the performance rank is showing for the current platform you have active

shell jay
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I'm trying to optimize a VRoid head
The only thing left that had transparency is the eye brows
So I'm attempting to use the knife tool to just manually cut the eyebrow out of the box but when I do then shapekeys completely break
How do I cut it out without breaking shapekeys??

turbid python
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You cant

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The moment you edit vertices it'll break the shapekeys

shell jay
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Hmm

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fun

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For people in future
I think I figured it out
make a duplicate, use knife, delete all shapekeys, then use mesh data transfer to transfer original shapekeys

humble canyon
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the green shows a safe cut but the red is a bad cut as it introduces a new Vertex in the middle that it has no clue what to do with

shell jay
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I'm pretty sure I only did safe cuts

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anyhow I figured out a solution

humble canyon
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cool

graceful vessel
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Ok I just uploaded my first avatar though after I uploaded turns out I can only use it on pc

How do I upload it for Quest

uneven spade
graceful vessel
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Its a medium performance avatar right now

graceful vessel
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Ok yeah that did not translate well at all

opal violet
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basically the picture rainwolf sent

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but you can make multiple cuts

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so if you cut through the blue line it works fine!!

sharp zinc
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How can you improve the graphics on VRCHAT from Quest? There’s so much glitches from images and some are pink because of errors

humble canyon
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there's not really anything you can do about that because that's mapmakers doing a poor job with their worlds if you're getting pink errors

sharp zinc
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So I guess viewing the worlds will be better on PC

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Is there any best worlds for Quest?

humble canyon
sharp zinc
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Not much interesting worlds though

humble canyon
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curiosity is there particular kind of world are you looking for?

sharp zinc
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I’m looking for furry worlds as well as retro stuff worlds

shell jay
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I have a list of "pretty" worlds that are Quest compatible should I try and save that in a sharable form later?

untold night
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Yes

muted oak
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I'm on quest 1 and was wondering what settings do I change to better enhance my graphics

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In sidequest

radiant osprey
shell jay
shell jay
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ADB commands

humble canyon
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cool I'll have to check some of those out

shell jay
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I have only seen a few of them on Quest so the "Pretty" aspect might be uncertain..

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But the ones I have seen natively on Quest from that listed looked okay

humble canyon
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yeah I don't have a quest as well to check

shell jay
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Not in the list because I forgot I didn't have it saved/favorited
Cozy Cave is nice

radiant osprey
shell jay
# radiant osprey Aren't these only for Oculus itself, not VRChat?

The ADB commands control the Quest itself yes but that directly effects VRChat
It's like changing your monitor resolution on your computer or overclocking your CPU/GPU yes that technically doesn't do anything to your software but it undeniably has a direct impact on it

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Does that make sense?

radiant osprey
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But sidequest is running on a quest, right?

shell jay
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Nope

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Sidequest is a PC application

radiant osprey
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So then you could run VRChat in PC mode

shell jay
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No

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Sidequest is an app sideloader and ADB interface

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basically

bleak ocean
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I'm testing mobile shaders and I've instantly got a problem. First thing I tested was this gun, which loses its' colour with 'standard lite':

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I can see why, as the usual shader lets me pick the colour.

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Is there an easy way to assign colours to these? Having them grey on Quest wouldn't be a complete disaster, but it's still a step down.

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I also have this bottle (and other objects) with the shader selection greyed out on some parts, like the label:

humble canyon
bleak ocean
humble canyon
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and something that might help out with optimization in general would be combining the textures of your non tiling materials so that you use less draw calls

sand mantle
crude venture
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Aah I just wanted to ask if anyone here has purchased a booth avatar before and if so how did you get those converted to quest compatibility? (if you did that is ^^;)

sand mantle
crude venture
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hmm okay I think I kind of understand that,, though if it is pc and you have to get it to quest how do you upload those if they say very poor performance ? :< bc most of my crossplay avatars say that

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but when I try to upload one myself like that the button goes grey

sand mantle
crude venture
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ooh yes I did that! but she says very poor performance or smth the one like this vrcPerfVeryPoor and due to that it doesn't allow me to uplaod her :<

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I think that was it I might want to check again I had wanted to buy another model too (Rindo) but I do not know if I'll be able to as she's also a very big avatar

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and I am afraid to get the same thing with very poor preformance to where I might not be able to upload her it really confuses me to how other people do upload them even despite that

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hghj sorry if that was alot-

plush jacinth
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you usually have written how much polygons avatar have before buying

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below 20k is good thing

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materials isn't problem since you can make atlas

crude venture
humble canyon
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yikes that's a very heavy Avatar even on PC

crude venture
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I do have a public version of her which is converted to quest aswell?

crude venture
humble canyon
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like how the heck do you use 90 materials on a avatar

plush jacinth
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90 materials holy moly

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it would need so much optimization

crude venture
plush jacinth
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for it to work on default settings

crude venture
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ooh nooo

plush jacinth
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unsupported shaders too

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it would be more worth to do retopo of it

crude venture
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retopo ? :o

plush jacinth
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well but that would require some skill

humble canyon
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basically rebuild it from the ground up to be not so ludicrously High poly

crude venture
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A-

humble canyon
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but that's probably not a good beginner project

crude venture
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oh my gosh vrcTupCry

humble canyon
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question is Quest your primary platform or just a consideration for Quest users

crude venture
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consideration as my friends are on quest ^^

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I am too but it is hooked up to my pc so I do not have any issues with that myself

plush jacinth
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it could be possible to make it so quest can see it but only when someone enables it manually

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maybe use some addons that optimize avatars and it could work

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most important thing is materials and polygons

humble canyon
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yeah but like $70 is a lot when you don't have a lot of experience with Avatar optimizing

plush jacinth
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that's true

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paying 70$ and having to do optimizing is not worth it

humble canyon
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like honestly I would suggest finding a free to download Anime Avatar to practice on

plush jacinth
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or vroid

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it's nice to make there anime characters

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not super hard to learn

crude venture
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I do already have one !

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she was also really hard to do though

humble canyon
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that it shouldn't be too tricky to adjust some settings in vroid and have it be in the quest budget

crude venture
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my friend had set her up for me however! But even she had alot of trouble with it and she's very experienced

plush jacinth
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she is pc focused too

crude venture
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mhmm, I guess that should've been obvious since they are from the same creator :<

plush jacinth
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i mean yeah with blender addons it could take even couple hours to optimize it

humble canyon
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like if you just need a customized Anime Avatar to be a fall back https://hiroiheya.booth.pm/items/1381874 this Avatar is Quest compatible and has a decent amount of little pieces to customize

■■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

crude venture
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nono I really have wanted the Rindo one for quite a while bc I thought she was a really unique and pretty character but hearing this I don't kow if I would be able to actually get her

humble canyon
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question have you ever Quest optimized a Avatar before

crude venture
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noo T.T I really have no experience it's kind of why I came here

plush jacinth
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i know there is payed unity addon that optimize avatars for quest automaticly

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i heard from someone that uses it that it's pretty good

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but it costs 30$

crude venture
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oh my reallyy? do you think it would work on even such a big avatar as this?

plush jacinth
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that i don't know sadly

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i don't have it

crude venture
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ooh that's okay ^^;

plush jacinth
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i don't use avatars made by others

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sometimes i rig other avatars

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but that's it

humble canyon
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myself I use pre-made avatars that I modify but I tend to go with ones that are Quest compatible out of the box

crude venture
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I've tried to see if there were people who took commissions to set up big avatars like this for quest but I couldn't rlly find much :<

humble canyon
# plush jacinth i know there is payed unity addon that optimize avatars for quest automaticly
Gumroad

Polytool is a tool that helps you by automatically optimizing your models right inside Unity!It turns optimizing your models into a near-zero effort job. Choose a preset and go!It was originally created to optimize VRChat avatars but works for many different optimization jobs inside Unity. Feel free to join our Discord server to participate in o...

plush jacinth
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ye that what i meant

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it has demo version tho

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might be worth a try

humble canyon
plush jacinth
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you could try with avatar you have already

crude venture
crude venture
humble canyon
humble canyon
crude venture
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yees that is true! I will try it though for now I will also hold off from buying anything too quickly then thank youu for all the help here!

turbid python
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If all fails there's always retopologyvrcAevSip

crude venture
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huuh what's that?

crude venture
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ooh oh I had another question! is there a way to know a hairstye won't get ''back face culling'' ?

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since it sometimes goes invisible with the mobile shaders

radiant osprey
crude venture
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Ooh I don't exactly know how to phrase it bc my knowledge is really limited but currently when my avatar is on quest the front of her hair disappears

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And I can't use poiyomi for it since that's a pc shader and won't allow me to use it for quest :<

#

I don't know if there's any way to fix it or know it won't happen with other hair sets matsix

oblique remnant
eternal onyx
#

that way you'll be able to see the hair cards from either side

crude venture
#

Ooh thaank you that is so incredibly helpful!! vrcTupHi

slate cradle
#

You can select those areas and run the command “flip”

#

So that the blue side faces outward

#

If you need to see both sides of something you’ll just need to duplicate it and flip the duplicate. More triangles.

shell jay
molten brook
#

Anyone know how to make an pc avatar quest compatible?

eternal onyx
#

assuming you have the project files, switch the build target to Android, switch the materials over to VRChat's standard lite shader, and reduce the polygon count if necessary

loud zenith
#

excellent rated avatar :3

#

the cats bake feature is so easy i didnt have to do anything

humble canyon
#

good

turbid python
#

Cats can bake?

slow hearth
#

Cats get baked on catnip

gloomy wraith
#

Same with Tigers but not lions

dim bluff
#
  • cat kiln
  • kitty kiln
  • chelseabake
  • lodbake
  • frisky fricassee
  • purrcolate
  • clowderbake (sounds like a kind of chowder)
  • pawtisserie
  • biscuit bake
  • purrista
#

for being about cats and, potentially, loafs, you'd think it'd be easier to come up with a pun

loud zenith
#

i find it works best with furry avis tho since they dont usually have clothes

#

but you can always delete geometry behind clothes

#

but seriously, thank you for the feature in cats

sand mantle
#

click on material, and at the top is a drop down for shaders

pure wind
#

how will i know my avatar is ready for quest? its just a reskin of a free model, it said it was quest and sdk3 compatible

humble canyon
#

try switching your build platform to Android and see what the like Avatar stats say

pure wind
#

you want me to switch the target to android right?

humble canyon
#

yes

#

question does your download have a quest compatible package as those stats are suggesting it's a bit heavy for the quest

pure wind
#

but here it is now

humble canyon
pure wind
#

i did get an error at the bottom stating

#

Switching to Android:AndroidPlayer is disabled

humble canyon
#

did you install the Android build of unity

pure wind
#

should i go do that and retry all this

humble canyon
pure wind
pure wind
#

the model used some thing called skinedit so i should be able to remake it quick

#

wait should i delete my current unity version since i wont be making pc avatars ever

humble canyon
#

you should upload PC versions of your avatars because there's no reason not to as it's only 2 extra minutes

#

as it's no good for chunks of user base being unable to see your avatar

pure wind
#

ohhhh

#

wait so when i upload an avatar for quest it isnt for pc and quest

#

just quest?

humble canyon
#

yes you have to upload for both platforms

pure wind
#

ahhhh

#

but

humble canyon
#

because the different platforms literally get different files for handling the avatars so if you just upload to the quest you only have the quest files

pure wind
#

when i upload for both platforms it merges them right

humble canyon
#

yes if they both have the same build ID which happens when you go upload one platform swap platform upload to the other

pure wind
humble canyon
#

and then resume your avatar uploading

pure wind
#

uhoh

#

i uninstalled windows

#

BUT

#

i do know from seeing earlier that it does windows and android

#

from downloading versions for beatsaber

#

it downloaded windows now its doing android

humble canyon
humble canyon
pure wind
#

i just downloaded the vrchat one

#

2019.4.31f1

#

android/windows support

humble canyon
#

cool

pure wind
#

alright thanks for your help

#

im gonna retry and see if it works

#

i cant import the package anymore

#

the sdk is in still

pure wind
humble canyon
#

no I don't quite know why

pure wind
#

think i know why it could be

#

my stupid disk is full

#

yup that was why

#

i cleared it tho

#

its been full all the time and whenever i recycle like 30gb of stuff it just comes back

humble canyon
#

did you like completely delete this stuff or just put them in the recycling bin as stuff in the recycling bin still takes up file size

pure wind
#

completely delete

#

but i did have hundreds of things in recycling

#

got rid of em all

#

but its building now 👍

humble canyon
#

cool

pure wind
#

sort of

#

im switching to android first lol

#

uploading it for quest first just to make sure i have it for myself

#

also will it ask me for an avatar name and to be private or public and that stuff

pure wind
#

just checking!

pure wind
humble canyon
#

glad to be of help

pure wind
#

nooooo it says theres a shader on it

#

but the avatar said it was quest compatible

humble canyon
pure wind
#

?

humble canyon
# pure wind but the avatar said it was quest compatible

the triangle count listing your screenshots exceeds the the recommended amount of triangles for the quest so the Avatar is going to be very poor and would require people to manually turn on the Avatar to see it on the quest so it's not especially Quest compatible

pure wind
#

yeah.

pure wind
humble canyon
#

you don't need to you just need to swap the Shader to a vrchat mobile Shader I just find that tool handy for speeding it up

pure wind
#

ok

#

i dont even know how to do any of that

#

lol

#

should i set this

humble canyon
#

click select on the first error message it'll take you to the material so you can swap the Shader

humble canyon
sharp zinc
#

can someone help with converting avatar to quest

sharp zinc
humble canyon
#

what part is currently giving you trouble about the quest Avatar

sharp zinc
#

i uploaded it already and did nothing to it

#

but it was a pc avatar but the package says it’s quest

#

do i have to manually make it quest

#

?

humble canyon
#

well yes you have to upload the quest version of the avatar

#
sharp zinc
#

and do i make it quest

sharp zinc
#

uhm

#

yea i mentally can’t learn from that

#

i’m a visual learner

#

so i like genuinely can’t read and actually do it correctly bc i’m dumb :,))

humble canyon
sharp zinc
#

😮

humble canyon
#

vrchat official tutorial that mentions Quest Avatar upload

sharp zinc
#

alr alr

#

always a backup

humble canyon
#

I would also recommend the whole video series but it jumps straight to the quest portion with that link

sharp zinc
#

i just need the quest part

#

hopefully that helps

#

if it doesn’t

#

then i’m just stupid

sharp zinc
humble canyon
#

not really in the mood to walk through as you need to pick up the skills of being able to understand from video tutorials

sharp zinc
#

autistic-

#

👀

#

meaning i’m mentally slow

radiant osprey
frail hill
#

How to omit object in quest in Unity?

eternal onyx
#

just disable it in the quest version of your project

frail hill
#

Got it

rapid arrow
#

Video players linked to drop box randomly breaking? Has anyone experienced this problem before?

royal copper
#

Can someone port an avatar to quest for me? I would prefer it be through decimation because it's simple

sharp zinc
#

i uploaded an avatar but it didnt upload bc it said error to save blueprint

royal copper
#

no

#

I have a pc only avatar

#

and i want it on quest

#

can someone use decimation in blender or unity to decrease poly count, delete dynamic bones, and then upload for quest

flat granite
sharp zinc
#

I have an avatar that’s pc only but would like to have on quest as well, problem is I don’t know anything about avatar optimization and stuff like that

#

It’s a Sebastian Michaelis avatar

flat granite
sharp zinc
#

Trust me it’s for a very good reason

#

Mainly just to tease my girlfriend
Which is the main reason I hate him lol

flat granite
#

Oh

#

I would help rn but I'm uploading for someone

sharp zinc
#

You good

#

I’m not home rn anyways lol

flat granite
#

Ah okay

sharp zinc
#

I just wanted to know if there was a way I can have it done

flat granite
#

I could do it maybe

sharp zinc
#

Or if someone could help me get it done

flat granite
#

Dms?

sharp zinc
#

Sure

sharp zinc
#

How can you add a render system for VRC worlds so that quest can run optimally

humble canyon
#

the quest upload and the PC upload of the map can be different

#

so you could use like lower resolution textures with simple shaders and less triangles on the quest build

mild crown
#

How can I make my pc only avatar quest compatible?

slow hearth
#

The most basic thing is simply making it available

#

you can do that without optimization or whatever, you'll just risk it having shit performance

#

on the docs there is a page that goes over it

#

its basically: do that same thing you did for your PC avatar, but you switch the build target on the project to Android

#

then it'll upload for android in the vrc SDK

sharp zinc
#

Go easy on me, I am very new to avatar uploading.

If I hit "select" it doesn't show anything about the things mentioned in here, I already solved two out of five but am kinda stuck with these three. I know how to find shaders and change them to Toon Lit and all, but I literally can never find these three errors anywhere to fix. Anyone willing to help me sort this out?

#

What I'm trying to do is make an avatar that's been given to me, into an Quest-compatible avatar so that I can upload it as a private to my account.

#

I don't know where to find the option to change these thingies.

#

I am beginner when it comes to uploads.

#

I know now I have to use Toon Lit but where do I change these into Toon Lit? I already cjanged two to Toon Lit but cannot find where to change the other things.

#

Yes, I would appreciate someone to explain me where to click and how to find them stuff.

#

My laptop might be ultra slow tho

#

No that was serious, I actually appreciate it because I literally do not know where to find these things and how to change some.

#

I got an entire avatar pack from a friend and am allowed to do with it whatever but I am a Quest user and now have to find my way into making them Quest compatible.

#

Aight, will call you.

#

Booting up Discord on my PC rn.

#

Huge thanks to @sharp zinc! Problem is now solved and fixed! 🙏🏻

prisma dagger
#

would anyone be able to hop in a call real quick to look at my quest world to see what would lag quest users? idk much about quest optimization and theres something lagging them but idk what it is

worn wadi
#

my oculus is charging and pc isnt set up

prisma dagger
#

i know where people lag and the weird nuances of them lagging i just dont know how to fix it in unity

fluid axle
#

guys i have a model i export from a game its have more then 30m polygons

#

as i try to decrase its kill the model

#

any other idea how i can fix it

humble canyon
#

I suggest trying a different Avatar than that as that's going to be hard to optimize

humble canyon
mint iron
#

Under 10 MB, no dynamic bones, only VRChat mobile shaders

humble canyon
#

no Cloth. Constraints. FinalIK Cameras Lights Audio Sources Physics Objects in Quest

crimson mural
#

Basically all the fun gets removed? gotcha

eternal onyx
#

you're gonna want to use something like zbrush or blender to remove most of those polygons, or manually retopologize on top of that old model. you're looking at a maximum of like 10,000 triangles, so you have your work cut out for you

#

to get some of the fine details back, you can bake mesh maps from the high resolution geometry down to the low resolution. substance painter is great for this but there's other tools out there that do this. basically you're projecting the fine details onto the simple mesh, to create normal and occlusion maps

#

30m polygons is crazy by any standards, even for a PC avatar you'd never have even 1/100th of that

humble canyon
#

like that's even absurd for the cutscene quality models used in AAA games 30m

heady wing
eternal onyx
#

comparatively short work anyways. you'd still be waiting a while.

heady wing
#

Blender would probably crash from just having to store undo history

sharp zinc
#

So I have come to needing to make an avatar quest compatible and the shaders look so bad with it and idk how to even make it look a little good with the quest shaders

#

Any tips?

#

Find a good matcap. Or if the avatar already has maps, apply them in standard lite.

sharp zinc
#

Why couldn’t Quest just update

candid ore
#

hey can someone help me optimize my model for quest?

#

ive been trying for the past few days

#

but im getting nowhere

#

and yes

#

I would like to keep my meshes seprate for rigging and toggle resons

#

also my shape keys wont transfer over

cloud pivot
#

Is there a outline toon shader for quest? or do i have to double the poly count just to have a outline

#

please @ me if you respond c:

sharp zinc
#

You can do a lot with matcaps

cloud pivot
#

hmm kk thank you

radiant osprey
# candid ore I would like to keep my meshes seprate for rigging and toggle resons

Not possible if you want seperate skinned meshes
https://docs.vrchat.com/docs/avatar-performance-ranking-system#quest-limits

humble canyon
#

because it's bad for the framerate

#

and one Avatar doing that might be okay but a whole room of avatars also having eight materials would be bad for the framerate

#

the size of the textures isn't going to affect that as it's the CPU being hit by lots of material slots

#

pretty much all of the why can't I do that questions could be summed up with its a cellphone power-wise The Quest 2

radiant osprey
#

All the performance stats for quest were made for a reason. They all have a performance cost and they're limited based on that cost

eternal onyx
#

keep in mind that the performance brackets weren't made for just one avatar... if you're in a room with a dozen other avatars on a mobile device like the quest, that's gonna add up fast

humble canyon
#

especially if there's a mirror

sand mantle
#

losing 2 frames is a lot imo

compact cobalt
#

2 frames per avi is a lot of frames when there's 20 people.

humble canyon
#

like that's 40 frames

graceful moss
#

Each material is an extra render that is likely unneeded

#

The only time you should have seperate materials on the same object is if its transparency vs solid, or that a shader that can preform all the needed functions is more expensive than the extra passes

#

(So basically never)

#

Its difficult to optimize materials/shaders without tech knowledge but its possible

green ferry
#

I make it not lag

#

how

ivory kite
#

good-rated quest avatars are a myth

humble canyon
#

actually they are doable you just need to be knowledgeable on low-poly modeling

#

and pick a style that can be done in the constraints

ivory kite
#

nope they're a conspiracy theory

#

I hope someday someone manages to make one, but it'll never happen

humble canyon
#

there's plenty of avatars floating around that are from like literal PS2/GameCube/wii/3ds games that manage good just fine

ivory kite
#

hmm nope pretty sure it's impossible

#

maybe AI will be able to do it one day, but humans can't achieve it

humble canyon
#

why does it benefit you to say it's impossible

sand mantle
#

i have an excellent avatar i use sometimes

sharp zinc
#

85% of my avatars are a medium or good rating on quest. But that's mainly because I stick with lower-poly models for the most part

#

Mobile Game Shtuffs

ebon thorn
humble canyon
ebon thorn
#

I've made a fallback compatible avatar, it was really easy IMO, I am probably less skilled in avatar making than most people who upload even just recoloured avatars

humble canyon
#

also I guess it would depend on what you're using as your Source material on how easy it is to make a fall back

#

like if you're running around with a recolored MMD model kitbash you're going to have a lot harder time

ebon thorn
#

My source material was my mind

humble canyon
#

like at these here to manage the budget if you're doing the modeling yourself

ebon thorn
#

I think by the end, my avatar came in at 3.5k polygons, I would have to look again

humble canyon
#

very nice

ivory kite
#

got a pic?

ebon thorn
#

Yeah, lemme just try to find it...

#

The blue one was the first version and then I uploaded a few different colour variations

#

Oop, found the fbx file, it's 4702 polygons

#

3603 vertices

naive sierra
#

I was trying to optimise for quest in blender, I am currently at the atlas for the material combiner and it doesn't seem to work properly. I don't know if I'm doing something wrong or what but it tells me to download it but I get an error when it tries to load

foggy bridge
#

0.0

steep cobalt
#

hey so after i switched my avatar to the andriod build i got a pop up asking if i'd like to set my texture compression to ASTC. Do i have to do that or should i ignore the pop up

lean hare
#

I mean, if it doesn't break anything then I don't see why not?

#

Also I'm dumbfounded as to how some people can get avatars below 5K polygons that's uh... wow

sharp zinc
lean hare
#

True

sharp zinc
#

the hair takes alot of geometry

lean hare
#

True, it does tend to take up a lot of that

ebon thorn
#

I can't do hair, so with my past human avatars, I just used a hair texture

#

They all looked really creepy

sharp zinc
#

league of legend charavter models seem to do blob hair so u can look at that too vallee

#

agree

#

but fr you can make hair look good and be like bulbous

#

its just ALL sold in the texturing

ebon thorn
sharp zinc
#

nahh aww ok

#

i get the reflection tho

#

what kinda hair u got?

ebon thorn
#

When I get it cut, I just have it an inch all around

sharp zinc
#

oh bruh

ebon thorn
#

I don't do much with my hair

sharp zinc
#

grow it out bro

#

dont trim

ebon thorn
#

I let it grow out sometimes, but then it becomes hard for me to maintain

quick solar
#

Does anyone know how one could fix this? When I do the auto fix, it pretty much removes the avatar. 😦

open forum
#

reload the sdk

#

its a bug

twilit notch
#

I’m booting VRChat for the first time in 3 days and it’s taking forever to download VRChat home when it usually takes 5 seconds, what gives?

sharp zinc
#

There’s been an update to it as of the dynamics beta…?

violet jewel
#

im on quest 1 and vr chat wont load?

#

it gets to the loogging in as omgseal (my username) and then it dosent load beyond that, its just stuck on a blank screen

lavish whale
#

when adding any supported shader to a material for the quest version of an avatar, the eyebrows and eyelids get messed up (shader used: standard lite, this one also causes a discolouration)

sharp zinc
#

quest shaders dont support transparency

#

youd need to manually knife tool out alll of the gemetry that would be where alpha is 0

twilit notch
gleaming depot
#

Post processing, it does not work in Quest worlds correct?

humble canyon
#

yeah you can't use post-processing on Quest

gleaming depot
#

Thank you 😄

left holly
#

You have to fake it.

gloomy storm
#

Is anyone able to take a skin and make it quest compatible for me?

crimson mural
#

The propper way to add items to a model on quest, how does one do that exactly? I was thinking of adding another material slot (this would make it medium, no worries) to atlas all the textures of the models I need and just place them all on the mesh with bones

#

I'm not a blender user so if anyone knows any better ways to do it, please tell me

sharp zinc
#

and id actually have only one mesh and toggle the prop with a scaling bone animation

#

not have it as a seperate mesh and animate the mesh being disabled and enabled for a toggle

crimson mural
sharp zinc
#

yea most people think of that first its okay

crimson mural
#

I'm not good with blender so I suppose I should get the basics for it first

#

but importing a cherub model is a pain. I guess that could be the test I would build up for

sharp zinc
#

yea do learn the basics

#

just know the bone, mesh, and material stuff will be setup in blender

#

unity should only be used for animating those bones or meshs or blendshapes or whatever

#

unity is game engine and blender is 3d moddeling software

crimson mural
#

I'm not that stupid xD

#

Thanks for your help though 🍪

gleaming depot
#

Are reflections very expensive and are there any mobile shaders which support reflections or do I have to use the standard?
I noticed another world with reflections and I think some things in the world that I am working on definitely should have it if it is not too much a drop in performance.

twin token
#

Is anyone able to convert an avatar for me by any chance, I know a bit of how unity works, but not enough to do this on my own. The last person that "helped" kinda broke the package so I can't upload anything and deleted just about everything, so I have to start over with finding someone new to help (I paid for the avi package too) (pls @ or dm me)

eternal onyx
gleaming depot
eternal onyx
#

there's a lot of ways you can tank framerate, but generally the way to avoid problems is to minimize the number of materials you're using (via atlasing / trim sheets / etc), absolutely minimize transparency, use only baked lighting / reflections, and don't use mesh colliders unless you really have to

gleaming depot
#

I think maybe I can atlas a few more things. I was really surprised by transparency, this is my first time converting a world to quest. I only had one transparent object in the world, a priority particle additive shader to fake stage spotlight effect. It tanked the fps from 72 to low 40's! 😅

eternal onyx
#

transparent particles = overdraw everywhere

humble canyon
#

basically it's a cellphone for the processor so it doesn't have nearly as much power as a PC to handle transparency

vast oasis
vast oasis
#

So that it's only one skin mesh renderer

#

If you are trying to make it a fallback then you'll need to decimate it

elfin badge
#

Does anyone know where i can find a quest friendly hologram armband

sharp zinc
#

retopo is harder to do and takes longer but is immensely better than decimation

#

retopoflow is a good addon that you can add into Blender for manual retopo, youtube has tutorials about it

sharp zinc
humble canyon
#

because it literally doesn't have as much processing power as a gaming PC

sharp zinc
#

To be honest I like quality than quantity

humble canyon
#

it would run at a unusable framerate if you did that

sharp zinc
#

So if I want better graphics, I should get a gaming PC right?

#

I’m so cheap lol 😝

humble canyon
#

yes that's basically your only option cuz vrchat cannot waive their magic wand and make it capable of rendering current-gen graphics on a mobile chipset

#

like the PC graphics card is literally bigger than the whole Quest motherboard

sharp zinc
#

Let’s hope the next headset will be better then Quest with new hi definition graphics

humble canyon
#

a mobile chipset is never going to be as powerful as a gaming PC

sharp zinc
#

So what does cellphone graphics do best at? I’m so confused about different technology

humble canyon
#

like you can definitely make nice-looking Quest Maps but you're not going to have a good time chasing photorealism on a processor mobile processor having rendering at a high resolution and frame rate

sharp zinc
#

Okay, but what does Quest be better at? Perhaps just other games?

#

I’m dumb lol

#

😆

#

I’m just not good at how these things work

twilit kettle
sharp zinc
#

0 cables? I guess the cheaper you the pay, the cheaper the graphics will get huh?

humble canyon
#

basically if you're using it without a gaming computer it is using the on-board cellphone processor to render so it has cellphone graphics. but if you plug it into a gaming PC it's using the gaming PC to render the graphics so it has PC quality graphics

twilit kettle
twilit kettle
twilit kettle
#

i was talking about quest 2 btw, idk about quest 1

forest crescent
#

I dont normally use blender as I typically use vroid and go right to unity but I needed quest optimized and cats is being... weird

#

how did-

sharp zinc
#

But you get what you pay for

twilit kettle
#

I think that a Quest 2 with Air Link and a good PC is op imo

humble canyon
sharp zinc
#

Yeah I guess you’re right, I’m not complaining or anything

#

I’m just confused and a bit disappointed that’s all

humble canyon
#

similar reasons of literally it's smaller is also why the Nintendo switch can't push out as much Graphics as a PS4

sharp zinc
#

I just can’t get a gaming PC to play VRCHAT

twilit kettle
#

I meant a gaming PC in general, you can use it for work, study etc

humble canyon
#

but yeah basically there's nothing you can do about the graphics quality that's not coughing up like 800 bucks for a gaming PC

sharp zinc
#

The only thing I have right now is a IPad and I don’t think it won’t work for VRCHAT

humble canyon
#

vrchat does not work for an iPad and that would still be a mobile processor so it wouldn't help your graphics at all

#

and something that also doesn't help for vrchat is because all the content is user-generated so a lot of folks don't have the skills required to make graphics that would look nice but would be fast enough for the quest chipset like looking like World of Warcraft would be quite achievable on the quest

sharp zinc
#

I guess I just can’t keep up with it

#

So anyways, when I can’t see peoples avatars because it’s PC only I hide there avatars and I only see is floating robots

humble canyon
#

any particular reason you don't want to see their fallback avatars

sharp zinc
#

Yeah, because it’s hard to know what there avatars look like

#

I don’t like the robots as well when I hide there avatars

twilit kettle
#

but if you don't hide avatars you see standard avatars iirc

#

i mean on my quest 2 it works like this (gonna play on pcvr with Air Link soon)

floral barn
#

Anyone else experiencing unity problems like this?

#

And it saying no asset bundle found when switched to android build? 🤦‍♀️

#

Stuff be driving me batty

eternal onyx
#

you need to install the android libraries for unity

#

use unity hub to install the android module, then you'll be able to switch build targets

azure marsh
#

I asked this before but are they ever gonna add avatar sound for quest

humble canyon
#

nope because the quest CPU doesn't have enough processing power to handle that and Avatar voices

oblique hinge
azure marsh
#

I see

humble canyon
oblique hinge
sharp zinc
oblique hinge
#

Apple's CPU for their laptops, and what looks like might be in their next phone.

sharp zinc
#

I wonder if Apple can make a VR headset

oblique hinge
#

They will, it’s in progress. They have done a lot of work in AR already.

sharp zinc
#

I'm really tired and I just wanna get this uploaded so I need some help with how to handle this error.

#

Idm the poor performance, I'm just... the component type warning is what's got me.

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Nvm. Changed back to windows and then back to android and it fixed

sharp zinc
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That would fix it, or closing and reopening the unity project

humble canyon
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@lone flume don't post the same thing in every channel

crimson mural
#

Is a quest That underpowered?

edgy kraken
#

yes, unlike graphics, handling sound when you can have like 20-40 players in the world, sound cannot be culled. Sound must be processed every frame to sound proper. That's why voice processing is so heavy and you get a performance boost simply from not hearing some people

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graphics, you can skip frames

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also for example, if you are not looking at a player, they can simply not be rendered, saving up graphics. But if a player plays a sound behind you, the sound must be processed no matter whether they are in your screen or not. That's why sound cannot be culled as easily as graphics

crimson mural
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Everyday I wonder why they keep trying to make it work with this many restructions

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restrictions*

eternal onyx
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because the pcvr market is vanishingly small compared to quest

oblique hinge
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Can quest users simply disable sound entirely for an optimisation?

eternal onyx
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I'm not sure if there's a way to do that in a way that would actually disable audio processing.

oblique hinge
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Ah, pity.

sand mantle
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unity has a voice count system. there are "real voices" that are the sounds being played and can be heared. and then theres "virtual voices", which is audio that is still being processed, but is not played. you can set a limit to both of these. usually the max amount of real voices is lower than the max virtual voices. im not sure how vrchat handles the audio exactly but there are still present issues even on pc for audio. i dont dought the ability of quest handling audio but with how the cpu is handled on quest currently. its understandable. the best thing i think they could do to implement audio to quest avatars is to have a component dedicated to it on the sdk for them so that theres at least more control over it rather than letting people upload an avatar with 100 audio sources.

oblique hinge
#

I’d be happy with being able to just turn all the audio off.

junior stratus
dreamy gorge
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so, I want to work on optimizing one of the avatars I bought, but I'm not 100% sure where to go after changing shaders and disabling dynamic bones

eternal onyx
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the builder window should tell you if there's anything else you need to optimize. using a single lite shader and minimizing number of bones / skinned meshes / polycount is generally what you need

dreamy gorge
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Yeah, I just...

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Don't know how to reduce things like bone and poly count for the quest version lmfao

eternal onyx
#

you'd have to import the fbx into blender or Maya or whatever, maybe export skin weights, unbind the mesh from the skeleton, reduce the poly count with whatever tools you have (or manually), remove bones where you can get away with it, then bind the mesh back to the reduced skeleton

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you could possibly import skin weights back to the modified mesh/skeleton but you'd likely have to repaint or adjust some weights to make up for the missing joints

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it's not really a simple process

radiant osprey
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Assuming not everyone will have sound is not a safe assumption

junior stratus
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That's fair

humble canyon
#

which is also why the Avatar stats count any disabled objects in its totals so that it is assumed the worst case scenario of all of them are all at the same time

sterile prism
sharp zinc
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Depending on what the model looks like and if it has maps, matcap lit is usually your best bet for quest shading. You can do a lot with them if you find good ones

sterile prism
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Well the file names are .mat

dreamy gorge
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I'm also curious if anyone does optimization comitions

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because I don't know how to use blender or maya whatsoever

sterile prism
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It’s actually really easy

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I did it myself yesterday

sterile prism
# dreamy gorge because I don't know how to use blender or maya whatsoever

https://youtu.be/8MkgXcidxg4
I followed this video and was able to remove like 30,000 polygons with what they said in the video

Did this video help you? Consider sending me a tip on Ko-fi! https://ko-fi.com/sippbox

Making optimized Quest models is hard. But it doesn't have to be! With recently updated polygon limits and fallback avatars, it's a better time than ever to create something that represents you to Quest users! Hopefully this tutorial will help you out!

0:00 ...

▶ Play video
tranquil lantern
#

Ive been having an issue with trying to change a shader to mat cap lit
the problem is I cant find what its telling me to change whenever i select it it doesnt show what i needed to change

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I'm still a very new avatar maker so its confusing at times!

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^^'

sharp zinc
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there are other meshs that have materials

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and those materials have their own shader applied

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just use the search all materials function in the Project tab for now and change the ones that need their shader changed

real canyon
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Anyone have a solid answer on how many meshes are allowed on a quest avatar? Currently developing a public avatar that I wanna make mostly quest compatible and it’ll have multiple props and I can’t find an exact number

sharp zinc
real canyon
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Thank you

sharp zinc
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remember that an avatar exceeding Very Poor limits will still be uploadable but please dont upload garbadge optimized content

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Quest devices on default settings hide avatars of Poor and Very Poor automatically

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they can change the setting to only hide Very Poor avatars and show Poor, but in now way can they show Very Poor avatars automatically

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they will be forced to manually show your avatar just as any other Very Poor avatar if its Very Poor vrcPerfVeryPoor

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thats not even considering the performance implications but the quest has been unexpectedly resilient

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the problem seems to arise when mirrors are introduced but without them the quest can take a decent bit

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MAKE IT vrcPerfPoor at least

real canyon
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Yeah I’ll keep that in mind
The quest version of the avatar I’m making will probably have to be pretty simplified compared to the pc version sadly but yeah I’m definitely hoping to keep everything well within the limits

coarse sandal
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I ended up having to settle for Medium. I'm still not proficient enough to model myself, so making a retopo one for Quest Loona wasn't happening and I still think decimation lives up to it's name TOO much for 10,000. So, Medium it is. You'll always show, so long as you make it into other people's Safety Settings.

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I'm debating on making one a bit more generous for private use, not a public avatar, but seeing it hit red still keeps me up at night...

sharp zinc
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as it should

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u are one of the few who feel the pain of unoptimzation

radiant osprey
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Good or better gang

coarse sandal
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Telling ya, I've seen 10,000 loona, she's borked beyond belief. Until I learn how to retopo its just not happening, as it's a port of some else's model.

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I can get good on pc though, but quest is... Well, it's a task.

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Someday I hope to do so.

crimson mural
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18k polys, too much for quest or is that alright? recently made a public avatar and I didn't feel like destroying it completely with decimation, vrcPerfPoor for now.

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I know that 15k is the limit for medium, but is 18k too much for Quest 1 users? (It's perfectly fine on all other aspects)

radiant osprey
crimson mural
humble canyon
#

Did this video help you? Consider sending me a tip on Ko-fi! https://ko-fi.com/sippbox

Making optimized Quest models is hard. But it doesn't have to be! With recently updated polygon limits and fallback avatars, it's a better time than ever to create something that represents you to Quest users! Hopefully this tutorial will help you out!

0:00 ...

▶ Play video
crimson mural
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No I meant as in, I can't use blender

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I can't import the cherub to modify it lol

radiant osprey
crimson mural
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I can deal with poor, I was just making sure I'm not nuking quest 1 users

radiant osprey
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Not really but if you can't do anything about it then you shouldn't even need questioning

crimson mural
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...that seems a bit illogical but I'll take it

radiant osprey
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It's not nearly as bad as many "quest compatible" avatars but it's not ideal

crimson mural
radiant osprey
crimson mural
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Well, I'll wait until someone tells me my avatar lags them out, no need for action yet

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Most of the time my avi is the least laggy (... those lobbies are filled with plenty "Quest compatible" Avatars). But I am working on a fallback so there's no need to explode yet xD

radiant osprey
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Nobody is going to notice your avatar lagging them, since VRC just always lags with players. But I do believe your avatar is much better than a majority of quest ones

crimson mural
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Definetly, even on pc with a "medium" rating for audiosources, Been called out for having a good rank without the audio, as it's uncommon af on pc

sharp zinc
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and if you alr do then go thru that folder and change the materials to matcap lit

sharp zinc
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Do I need to switch over to the Android build in order to upload for quest or is it already ok since it says "Android support: YES"?

coarse sandal
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Yes you do.

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Swap build targets, then upload.

crimson mural
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I hope this makes some people's days, got it down to a medium

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Living on the edge, going from 38k -> 15k is a big jump

sharp zinc
dim bluff
humble canyon
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yeah a video tutorial definitely be handy

molten shard
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yo, are constrains still blocked on quest? I am making one that is heavily dependant in constrains and if it would be visible on quest would be a great plus

humble canyon
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yeah you still can't use constraints

molten shard
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life is sad

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the level of optimization it would run on a nintendo DS. yet constraints are ilegal

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thanks ya

humble canyon
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I suppose you can help upvote this post

sharp zinc
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upvoted

gaunt summit
humble canyon
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post says tracked internally so they're least keeping an eye on it

granite pecan
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Can u pls add avatar moderating so that the vr won't just die

sharp zinc
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It's called safety settings. Unless you mean something else

icy hare
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Does anyone know how to delete the quest build without deleting the pc one? the sdk forced me to test after publishing for quest (greyed out for testing). So I published it and it has lousy performance. Want to publish in labs but cant til I can remove the quest option.

sharp zinc
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As far as I know, there is no way. But it doesn't take much to republish

solar storm
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someone help how do i fix this i have everything switched to mobile shaders but some of them wont let me switch the standard

coarse sandal
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You'll have to unpack them from the fbx. Find the fbx file your avatar uses, navigate in the inspector to the "materials" tab and click "extract materials". It will pull them out of the file and allow you to edit them.

austere slate
# solar storm someone help how do i fix this i have everything switched to mobile shaders but ...

Try this,it helped me:
https://youtu.be/ViunVb98xOk

Welcome back to another video. This VRCHAT Creative tutorial 2 will explain you how you are able to change your texture/shader from your VRChat avatar creation on Unity 3D. It's very simple to tell about it :

Grey shader : Since FBX files are compressed to the avatar, you cannot change any shaders. This video will explain how.

Pink shader : Mi...

▶ Play video
sharp zinc
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Got it below 10K and did not lose an arm or a limb (or a shapekey)

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(Model base and clothes is UltimateKissMa)

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Maintaining the eyes was the most painful part, and the UV caused some issues, but I resolved them with either more paint, or more time.

humble canyon
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nicely done

sand mantle
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wooooo youve done it

sharp zinc
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I do wanna see what the quest user sees while I am full body later tonight'

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We'll see who I run into at the black cat tho

humble canyon
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are you going to put Avatar Dynamics on the Avatar when that's out

sharp zinc
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Yeah, that is why I am maintaining the hair and ear bones

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Usually I just rid of them for performance

sharp zinc
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Highlighted is the optimized Quest Variant, while the other is the PC one.

sharp zinc
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This makes me happy, makes me smile a little, maybe even a little bit of a grin?

humble canyon
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awesome that it's fall back compatible as well

sharp zinc
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Yeah, took a load of trail and error, but that mesh is at its lowest

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3DS renderable levels of low even

analog saffron
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i wish i could optimize things that well

sharp zinc
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can someone send a link for a working Texture atlas generator?

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link's busted

sharp zinc
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Just google my friend

sharp zinc
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There is an entire GitHub

molten brook
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Ok so I commissioned someone to make me a avatar a long time ago and they uploaded it to my vr chat account on my oculus quest and they forgot to quest optimize it and now it’s just sitting in my “my avatars” tab not being used at all. I don’t have a computer and I can’t optimize it. The avatar creator doesn’t know to optimize a avatar to quest and I can’t tell them because they don’t understand English.

sharp zinc
# molten brook

Imma be real with you, without the base files, nobody can do anything about it.

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And if this person is commissioning without the ability to understand how to quest optimize, then maybe they shouldn't be commissioning at all. Even if it is hard, it is possible.

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And in a professional matter: anything you put out there should be the most optimized it can be.

sand mantle
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they probably shouldve told you upfront that they couldnt do quest

dawn frigate
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does somebody know how to optimize avatars in an easy way im trying to use d4rks optimization program but it doesnt work for some reason

humble canyon
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a video tutorial that shows how to use vrchat cats to optimize to quest https://www.youtube.com/watch?v=2mS9WlQMpfI

dawn frigate
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thank you

flat granite
# molten brook

please look at dms..that the avi i had made and asked for on everything..bunbun is my name and i wanted to use it for videos i sent screenshots of proof of buying

slow hearth
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wat

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we're saying that it's hard to do anything if the guy doesn't give you the files

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nothing about ownership

sharp zinc
slow hearth
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i've been converted by its magnanimous faux-celshaded light

flint rune
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hey! is there a way to seperate quest and pc avatars, in terms of shaders and dynamic bones? i wish to make my avatar quest compatible although by doing so it seems to remove my dynamic bones for windows, too

radiant osprey
flint rune
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so, am i making a new project file just for quest uploads?

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so when i change shaders and remove bones it doesnt affect the windows one when i want to, say, change a texture

radiant osprey
flint rune
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fantastic!! thank you so much

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sorry if this seemed silly, im only like two or three days into avatar stuff 😅

radiant osprey
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Everyone starts somewhere

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It's the people that don't understand after they've been explained it 40 times that I have issues with

flint rune
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😅 i try not to to be like that

burnt spruce
#

if you know left from right youre already above half of the people in this discord

radiant osprey
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Actually true

sullen moat
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They are vrchat players after all

gloomy heart
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when making a fallback avatar, can I upload Windows version first, and then Quest?

sharp zinc
gloomy heart
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great, thanks

gloomy heart
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what about face expressions dependant on hand gestures?

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if I remove face-hand gestures from my fallback, will they still work when I am using my main avatar?

sharp zinc
sharp zinc
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I am curious, if I don't use poi shaders on an avatar and just use the basic one, will that dramatically improve the performance of the avatar? I am new to this.

sand mantle
sharp zinc
civic mountain
#

Any help I try making the atlas for my new quest avatar and it breaks my textures

sharp zinc
# civic mountain Any help I try making the atlas for my new quest avatar and it breaks my textur...

It does that for some textures for some reason, I have the same problem with my Birbogen avatar. Parts of the tail are transluscent on pc, but transparent on quest. That might be comparable to the experience I had with that avatar. If you want to optimize it for quest, you should A. Use a simpler texture, or B. no texture at all and just a color. Honestly, I'm not too knowledgeable on the subject, so you may find better advice from an expert.

civic mountain
#

no

minor comet
#

@civic mountain quest shaders are completely incompatible with transparency and translucency

#

alpha gets rendered as #000000

jolly cedar
#

actually i have a question related to that. is there a way in blender (not unity!) to disable transparency and see it more like the quest shaders?

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it would help me test a fallback avatar

radiant osprey
placid flax
#

Sidequest, modify GPU and CPU, does it do anything expect increase performance

sharp zinc
#

I guess...and maybe the temperature of your headset, as well

minor comet
#

thrill tested it and the results came back identical to stock

placid flax
#

What port (ex: 5555) does the quest 2 use? Like what does it listen out for? Trying to work woth beajurger because sidequest isn't working

sharp zinc
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I don't understand why this is happening, i have all my shaders set to vrchat/toon lit.

#

This seems to break the unity project as well

flat granite
#

there is something in the avi that is standard

sharp zinc
#

Welp it broke the entire avatar

#

file wise

#

Like all the verts in blender are messed up now

zealous shore
#

anyone wanna play on quest?

sharp zinc
#

i've managed to fix it, luckly had a backup save that wasn't too far back in the avatar making process.

#

so stuff is fixed aha

sharp zinc
#

POV: you thought vrchat actually cared about their quest users

#

What.

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Vrchat does

#

Tf you mean

static jolt
#

How do I optimize an avatar for vrchat that I only have access to the unity package

sharp zinc
#

Pins

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Check the pins

static jolt
#

I checked it and read through it, it didn't help due to the fact that I didn't have access to the model itself. Only just the unity package, I would use the CATS plugin on unity but I can't extract the model from unity (there's no current way that I've found that actually works). I'm out of options.

sharp zinc
#

Im sorry, but i havent ever made any avis before

sand mantle
static jolt
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I didn't have a fbx file alongside the unity package

sand mantle
#

my suggesoth: import the unity pack into the unity of said usen case. then one must go to the package manager and to what to find an “fbx exporter”, this said exporter shall allow thy to export whatever model youd like to use from whince into blender

#

in theory

static jolt
#

I've tried using a fbx exporter, didn't work.

#

CATS plugin and blender didn't support ASCII, even when I put it as a binary fbx file it still acts the same.

#

I'll send a link to the model that I was trying to get working for quest

sand mantle
#

what verse of blender obtained?

#

ok

static jolt
#

It's the Hollowknight x Oneshot post, there should be a download link in there.

real oasis