Developer Update - 11 July 2024

Incidentally I worked out a better way to do premultiplied alpha (like, just now) as the original algorithm didn’t cover it! (I had a workable version but this is much less grainy)
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the amount of bootlicking and willingness to just hand over id information in these comments is disheartening. but then again I expect no less of the current generations. Im all for keeping kids out, but im not sure at what cost. certainly not yet more third parties dipping their hand in the pot.

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that issue is based on vrc wanting its cake and eating it. it knows theres a lot of nsfw content and activity, which would make it toxic to investors, so it loosely enforces a tos against nsfw, because it knows they would definitely lose a huge amount of users if they truly cracked down. and users still feeling like self tagging will get them banned, means they ignore those tags.

anyone who thinks id verification would somehow improve this is sorely mistaken. because vrcs policy and behavior towards nsfw will not change. and so neither will people.

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Womp womp. I like convenience and security in the 18+ sense. :slight_smile:

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Although not yet tested in game

But there is almost no difference in performance between forcing anisotropic 16x on and off in the game engine.

However, overriding 16x by driver and turning it off will result in 25~50% fps difference (overriding 16x by driver and turning it off can even be 25% faster than Unity’s internal performance).

There may be other issues that are not considered internally.



The correct reason is that the settings are not working properly… In reality the difference between the control and the driver overlay is a bit different but not much.

VRchat is AL9 according to the documentation and the hardware is actually working at 8x not 16x but in most cases there is almost no difference between 8x and 16x and a small cost savings.

The driver overlay version is about 5% different than the standalone exported version.

Forced On actually works in most cases, but in the case of Render Texture, there may not be an option to use it.

However, I have heard that some commercial games, cross-platform games (the recent well-known ones on android/PC/ios) actually use texture on AF at a very low level or even use bilinear + trilinear to solve simple ones.

Maybe it’s not necessary to use Forced On, it would be better if every creator knows how to analyse the settings correctly.

However, there may still be some strange situations in the actual test, just like the FBX settings in VRchat uploading the world and the independent export there is a huge volume difference is the problem. (There will be abnormal duplication and redundancy problem).

Sometimes I don’t know if it’s a VRchat or Unity problem…


I’ll try to do some experiments later and record them…

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The hard avatar size limits are very useful for getting people to optimise their avatars, and they are still very loose since avatars realistically should never go above 40MB, and if they are anywhere near that limit there is definitely something very off because if you had 20 people in an instance, all with 500MB uncompressed size avatars you’re looking at probably >10GB of ram / vram usage (probably mostly VRAM since most of the space will be textures).

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I hope not, I think it’s unreasonable to ask for an ID just to see a skimpy outfit.

There would be a lot of people who can’t or don’t want to verify for various reasons (the service doesn’t work in their region, privacy concerns, etc). I would be disappointed if all my avatars were suddenly made invisible to them. I tag my avatars to make it easier for people to hide it if they don’t want to see such content, not to ostracize people for not going though the verification.

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I think people would appreciate some kind of more elaborate official statement from VRChat about lot of these things.

It’s understandable you are adjusting to the recent lay-offs and the market and economy situation, so maybe after that is settled in place a bit.

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Good stuff but also needs to add age as an option in reporting.

Also hoping for some actual new and improvement to features soon. Like better imposters. But I’m patient. orz

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Has there been any progress made on discussing a portrait/rotation option to the camera’s flying mode?

Content Gating I feel does a poor job of separating what is and isn’t 18 Content.

Looking at the PEGI rating system. Both the vrchat’s Sexually suggestive and Adult themes/languages cover content that could be rated as either 12+ or 16+.

Vrchat constantly shying away from the presence of sexually explicit content leaves us in the situation where we end up with swimsuits getting locked behind an 18+ filter.

Extreme horror and Extreme gore at a glance are the only tags that arguably align with being an 18+ filter.

However, the extreme tags somehow have ended with the same (or opposite?) problem. I recall a dev post complaining about the extreme horror tag getting overused. Perhaps indicating a desire for a regular horror tag in addition to extreme horror.

It feels like content gating is being asked to fulfill two goals, but is i’ll equipped to handle it.

It needs to be refined to better allow separating what is separate 18 and non 18 content, allowing separating swimsuits from full nudity, a way to tag spiders separate from Silent Hill.

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I think it would be fine to increase the compressed limit as long as the uncompressed limit stays the same. With the newer SDK suggesting astc textures, 12.5mb is a number I’ve seen many times

What are the typical uncompressed size of quest avatars with a 10mb compressed bundle?

For PC you’ll typically blow though the uncompressed size limit long before getting anywhere near the compressed size limit.

I hope that processor operates in most regions of the world.
Would be a shame to be in “underage” status only because they not processing in region.

But that’s really wanted feature anyways :pray: I hope for “verified adults” instance type/attribute in future.

The performance gains from VRC constraints are huge!

Even for such an exaggerated use case

The constraints reduce the CPU frametime from about 12ms to about 4ms.

Value

I hope many people can pay more attention to the test and enter the release as soon as possible.


Initial measurements of performance gains were limited, still favouring a single-core feel even with many avatars.

Initially I predicted that the improvement should be roughly from 12ms → 0.7~1.1ms, but in reality it was only 4ms.

It’s still a lot more expensive if you take into account the relatively simple tests some people did at the beginning where 600 constraints was about 2.4ms.

And in some cases it seems to be slower than the original constraints?

In the end, the boost did not achieve the effect I had in mind from the public examples of a large number of people (many public avatars abusing the constraints) making the CPU limit of only 25~35fps boosted to 50~60fps or even 70fps, I do not know what the technical problems.

In practice, a large number of avatars (tested on an easy AFK example) only boost 5~10fps… Unless each extreme avatar will be able to boost significantly).

(30~35fps->39~45fps)


Constraint count = Constraint depth No exceptions found yet, it’s always the same so it doesn’t seem to work in parallel?

And the conversion from Unity to VRC constraints takes a bit longer to load…

Maybe it’s still in pre-correctness testing, but there doesn’t seem to be any significant performance improvement in multiplayer at all…

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By the way, I hope that the crunch compressed textures issue will be solved alongside this?

Today, it is possible for someone to have an uncompressed size of under 150 MB, but to have 200-400+ MB of texture memory.

I agree completely. I’ve even met someone that thinks we should be able to be completely nude in public instances advocating for the game to be 18+ only.

I think there is a reasonable line we can draw that distinguishes whether something is sexual or not. Anyone advocating against that are generally absolute degenerates.

As mentioned in the beta documentation, an avatar’s constraint depth can only be calculated accurately when it uses VRChat constraints exclusively. If an avatar only uses Unity constraints, then the constraint depth will be equal to the constraint count, since in that situation we assume the worst case of every constraint running one after the other.

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Seconding the crunch issue if it’s still a thing re:uncompressed.

The age verification already has implications, I’m not sure avoiding a separate tag will help here.

As of avatars, I’ve seen many that could be described as suggestive, but lack the features to make it explicit.

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At the end of the day, I want to see what age verification can do. If it turns out that it isn’t great, then cool, we can probably remove it later.

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