Developer Update - 11 July 2024

Update the canny to sync with your internal boards. Or make a new roadmap board that is tied to your internal tasks.

It could be as simple as moving a card to a “delayed” category. 30 seconds to click on a card and write, “This is being delayed because of a bug we found” or something.

That would be the fastest and easiest way to relay this information. That’s all. You don’t need to post about every single feature in a dev update. Just have a rolling board that constantly updates as part of a small piece of the project management cycle.

You guys clearly have 2 week sprints because of when your announcements and everything happen. Just make it part of that sprint ritual.

For example: Udon UI.

We have not heard about this in quite a while, despite it appearing relatively polished and working well in the development update it was featured in.

If it was in a “delayed” category and we can see that it was at least touched when you do your backlog grooming, that’s fine. We know that you know the feature exists and there are problems with it.

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I was also specifically anticipating an update related to the input system.

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Honestly I really have no issue with “Not fun nor Satisfying”, I’m a ( Much smaller scale) creator too, I do truly understand the process and hardships on your end and do respect them-- I have no issue with “Not Fun nor Satisfying”, I’m more concerned with " Being Communicative, Resourceful, and Truthful", these are more important pillars imo.

I do appreciate the acknowledgement and the bit of candor, and I do hope to see those improvements you mentioned-- We just need the future to start feeling as though it has some actual progress towards the present.

Thank you! That’s good enough to know for now.

I just hope the team keeps in mind that Shuffling is done with the intention of landing on something concrete eventually-- I’ve just noticed this term being used a lot, but it’s somewhat unsteadying to think that things are just CONSTANTLY shuffling.

Yeah… An example, persistence was announced more than 3 years ago and has been “shuffled around” numerous times for something that should objectively take a few months to plan, implement, test, and release. Heck, this was a year ago now

[VRChat Request] Regarding local persistence · Issue #567 · vrcx-team/VRCX · GitHub

where persistence was “maybe” 1.5-3 months out. The update on that post from last October the answer was the same as now too with things being shuffled around. I really hope that internal planning is largely about how to plan to not shuffle things.

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Just to chime in about SteamVR Input 2.0, I’m seeing two main questions: 1. Was it abandoned? 2. When is it coming out? I’ll do what I can to answer.

  1. It hasn’t been abandoned :+1:
  2. It’s difficult to estimate (full detail here is that it hasn’t completed internal QA so it’s possible that we may discover things during that process that would invalidate any current guess we could give). It remains a priority to get it out though.

Hope that helps, and I apologize that I can’t give more detail than that at the moment. We’ll let you know in future dev updates when we have more concrete info to share!

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I was going to say that this mipmap is not as good as forcing on anisotropic 16x boosting in a real 3D environment.

Then I experimented with anisotropic sampling to my own project and was silenced on the spot…

Hmmm… That’s a nice boost.

The PC’s texture units are adaptive, resulting in varying performance in different scenes, unlike mobile where different texture filter settings can have a significant impact on performance (too fixed and dead).

With the general in-game stylised shader coupled with the lack of depth culling resulting in a high pixel shader load, forcing anisotropic 16x is too much of a performance hit…

(Especially with poor UV and other asset design, which makes it better to enhance those parts instead of using texture filtering anisotropic 16x).

As for why it generally doesn’t affect 3A games at the moment? The screen design and scenes are relatively flat, and the calculations that can be used replace or reduce sampling, and the sampling process can be implemented with the help of compute units, unlike Unity which is relatively simple to run on a set of drawing APIs…

(In fact, I rather suspect that there is actually a set of texture management methods inside, and the actual sampling is forced to clamp down, etc.)

The driver can be set to cause the texture unit to downsample (tri-linear to bi-linear and the hardware to realise the upper level automatically adjusts down to meet the demand can be).


I’d recommend fixing the mipmap stream problem first though, that’s more important…


It might be possible to implement an SDK override for the Unity engine to adjust the anisotropy to reduce the growth of the texture unit sampling computation cycle, thus reducing the pixel shader load and time consumption.
Although most of VRchat may only have trilinear and bilinear, it basically doesn’t affect the performance…
You can save performance or trade it for enhancements such as texture blurring and moire on bulletin boards in some worlds…

But also ask the official avatar on its own calculation will affect the efficiency of rendering, the more mesh the more obvious, but even without mesh avatar compared to pure project export is still 10~20% slower, I do not know if there is any modification to the Render or have the camera forget to correct?

Okay so when can we get phys bones for worlds though?

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the person who was working on this was hit by the layoffs a few weeks ago so i think it will be delayed a little :/

nice :+1:

I do hope to see an increase for the Android side to see more avatars in Poor or better range. But also on vrchat mobile, I want to be able to see, use, and wear the very poor avatars. They were removed in less than two weeks, and believe it should be reconsidered as an option if a user decides to use it. All the others user’s set to fallback was ok to help with the reduce performance. I was able to run VRC mobile and a Twitch stream simultaneously in miniplayer for over an hour during one run, and half an hour two times before taking care of IRL things.

Age verification is so difficult to do but if this is something VRC thinks they can do then i wish you all the best of luck. But I think we are all aware this will never be full proof and, in the end, ends up being a waste of time and money. (And with the lay offs im not sure we can afford it) :roll_eyes:

It’s crucial for Pico users to keep their operating system (OS) up to date, especially if they enjoy playing VRChat.
The reported issue of encountering a black screen when loading VRChat on older versions of Pico OS highlights the importance of timely updates :+1:

Limiting download size even though we have the tools in place to hide avatars our selves? =/ Thats ridicules. No need for this. I understand overall, these changes aim to enhance performance and streamline user settings. Keeping avatars within the specified limits, but it is simply not needed. :face_exhaling:

“So long as they try their best and fairly did not know of the age, then it’s not their problem or issue.” This is the kind of thinking that really frustrates me. Vrchat and the parents can help to prevent this from happening but it is definitely the responsibility of the individual to not do adult things with a child. I don’t think “i didn’t know they were a child” is a valid legal defense, because otherwise you could just do things and say you didn’t know. Its just that the nature of this online game protects these people from consequences. You absolutely need to make sure first. I understand your concerns about privacy, but this is the point of personal information. This is what you use to confirm you are you who you say you are. Id verification is a solid system. it can be opt in. Its safe and effective if done right. in all my years of doing it in multiple places I and everyone i know has never had any issue. Before it was like, “oh man their letting kids in here” now its like wow I never hear about it happening anymore. maybe because we just need a non photo shopped picture ID with selfie and date of birth and kids cant do it. What i do hear about frequently is people being with teenagers who put in bio I am this two digit number. and they adult says it was an accident. This is totally unacceptable. Id verification can drastically reduce the number of accidental sex offenders. Talk to a 17 year old and an 18 year old and tell me who is who. Id verification is probably literally the only thing that can significantly help this issue. my teenage cousins have gaming desktops, so i hate the whole quest vs pc thing too. Privacy is important, but this is adults with teenagers we are talking about. We can protect peoples privacy and make sure they are not a minor

Well as long as it requires Age Verification to see/access content gated content and the use of Voice Chat I think that would be enough. Age verification to use Voice Chat would be huge.

Anisotropy causes sampling to happen differently in the X and Y coords based on slope, it still matters what you’re sampling!

AFx1:


AFx16:
image
image

However, in practice, due to the complexity of the projected coordinate position, anisotropy brings blurring avoidance and moiré avoidance to enhance the visual experience.

Especially, the visual effect of VR is even worse than that of PC, and the effect is obvious in most cases.

However, due to the complexity of in-game problems, the extensive use of anisotropy can lead to a significant increase in texture unit throughput cycles (although adaptivity is degraded).

There are so many issues in the game, just culling accuracy and always culling failures with depth handling and Z-tests and a whole bunch of other issues, and the odd hard-to-detect problem…

I’m not happy with the current rendering pipeline, but it’s too much baggage to move to URP, and there are too many parts of the game engine rendering that can’t be changed unless they’re customised, and even in SRP there are still a few parts that are loaded into the C++ core that can’t be handled…

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Not entirely sure what you’re arguing for… We already force on 16x on Desktop if you haven’t intentionally disabled it per-texture. It’ll still make a huge positive impact there.

I’m assuming you watch BrandonFM’s video and actually believe the claim that you’re regurgitating on here.

Excuse me? From what I’ve gathered the opposite is true. People that have been found engaging in that sort of behavior with minors have been exiled from those communities and pressure those users out of playing the game.

This ultimately depends on where you go, but it honestly feels really silly to have a game require age verification, especially in this day and age where you could potentially have your most sensitive information leaked when giving companies your private data. This could potentially put VRChat in hot water with the community and the player base will likely fall as a result.

And kids could go on their laxative parents account to hop on VR. Just like how kids have repeatedly stolen their parents’ credit card to buy thousands of dollars in V-Bucks in fortnite or any online game, when kids nowadays have cell phones that can take pictures what’s stopping them from taking mom or dad’s ID just to be able to possibly voice chat and interact with other players in the game

In the NSFW communities of VRChat yes and they do a decent job of ousting people doing that weird shit, but overall this will do very little in an online game where there’s a lot of players in it. You’re thinking way too much about the ERP server meet up bs, and it reads like that.

then why not be a good Samaritan and like have a sit down with your cousins’ families and try to let them know about online safety and how to navigate the web instead of expecting a game to do everything for them by doing draconian measures and basically harming the overall user experience.

Yes but that’s a band-aid solution to a gashing problem. The problems will still pop up, ID Verification or not. You have platforms like Discord and X that still deal with these problems. The only useful thing about using ID Verification would be to ensure you don’t see shit when they’re tagged and you’re age doesn’t match. All of that just to feel secure when risking your own identity and other information getting leaked when someone that doesn’t like VRChat decides to DDoS the company doing the ID Verification system.

Oddly enough, there are issues with moire bars and blurring in the distance in some worlds.

Secondly, the impact obtained by exporting the profiles independently and testing with VRchat has a different impact than the driver override settings.

Also, I tested in world test mode with driver override 16x and with anisotropy turned off even 2x to 8x, etc. and the performance change is not consistent with the mandatory 16x as you mentioned.


When I have time later, I will test and capture more pictures to show whether there is really forced 16x?