CPU performance not changing even with avatar culling

i am using an Intel 14700k CPU with a mid-high range GPU. i tend to have my avatar culling limits low with only 8-10 avatars shown. and i monitor my cpu and gpu performance fairly often

when in any lobby of 30+ people, even if i cull avatars i notice zero change in my CPU performance, it often remains laggy. my GPU seems to be perfectly fine, in fact I believe it helps more on the GPU end. i’m just wondering why it doesn’t help the CPU at all.

is there anything i can do to have slightly better performance on my CPU?

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The easiest response would be to clean and limit everything else aside of the game.

So closing all non necessary application, be on performance mode (battery setting), etc.

Within the game settings, i don’t know, it’s mostly related to GPU as you said.

thank you, those are good suggestions for lower end systems, but it has nothing to do with my GPU. like i said in my post, avatar culling benefits my GPU and actually helps. however, avatar culling does nothing to help my CPU

edit:
both users and vrc devs on similar topics have claimed its the animators and animation layers causing most of this CPU lag. i did find you can force disable some animators by going to safety settings and disabling them for different user rankings, but this isn’t a perfect solution

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Sadly you will always be limited by people optimizations on a platform like vrc.

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For a while now the culling system is supposed to pause animators too, it isn’t the exact same as disabling it, but should have the majority of the benefits and should absolutely be noticeable in the average instance, there are always at least someone with an avatar with a noticeably bad animator.

However, even though animators definitely can be expensive and in quantity are, with enough people, your CPU will primarily be dealing with computing audio sources (for voices) and networking.
But, voice audio is turned off after moving a somewhat far distance away and amount of network traffic from other users is throttled based on distance.

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i had no idea voice and networking are handled based on distance. that’s nice to know. do audio sources have a smaller disable radius when using earmuff mode?

i also recently found it’s more than likely the world contributing most of this lag, whether it’s udon stuff or anything CPU heavy in a scene. i found myself getting worse CPU performance when looking at certain areas in SlashCo, even with just 8 players. on the otherhand some worlds like Test Pilots can give me a solid 90 FPS, even with ~10 players

and while someone could say “udon is just slow”, sure in some ways it is. but if anyone’s visited that one Merlin world demonstrating optimization techniques, and badly optimized code, it’s more than likely the world creator at fault and not VRC.
(still hope VRC tries pushing for better CPU performance where they can)

While hard to see the IK update rate for other people changes based on distance, there was a bug recently that made it so it wouldn’t speed up quickly enough if someone far away teleported close to you.

And at least if you playspace up or down (I assume your player collider has to stay stuck) far enough then you won’t be able to hear other people, maybe other people can hear you, not sure, when I tested it me and a couple of friends playspaced up together, so we couldn’t hear or speak to each other at all.

Unsure, but probably not, pretty sure you can check by seeing if the voice volume bar on a user is changing or not, it shouldn’t move at all if the voice audio isn’t being processed. But since VRC never advertised audio muffs as a performance feature it likely doesn’t change this radius.

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