Creator Guidelines allows the mature content, but asks it to be tagged properly
you mean the stuff that will still be against tos?
What? I just like having spaces where I know there aren’t any minors around.
This is nothing new, any service that uses content tags has disputes about which tags should be applied in which cases. This can be solved by communication and by providing examples.
The only reason we don’t have that communication is the platform being purposefully vague about all that stuff. Don’t put the blame on the players for that.
In this case we would be getting the worst of two worlds: we have to verify by ID to do adult stuff, but the adult stuff is still not officially recognized and technically illegal.
A lot of my avatars have optimized versions that can’t do much except what you already see.
If there will be a demand for a clear separation between suggestive and explicit, I’m sure people can make a “Lite” versions of their avatars that can’t do any “other things”.
That is, it does not affect the final result?
Is it possible to have a higher performance if the VRC binding has been completely converted in the editor?
We are currently measuring the data of the converted version and continue to troubleshoot a bunch of possible extra CPU overheads caused by resource management to ensure as much as possible that performance comparisons are made between the local, other people’s view versions etc.
(Even without VRC constraints, other people’s viewpoints went from 12ms → 4ms, which didn’t match the previous consistent results for other people and local, so I re-measured them all).
Extensive use of constraints for dressing structures.
The process excludes the effects of various interferences such as skinning mesh and physical bones, and excludes the effects of resource management… Avoid the effect of animation, the switching process does not use animation but copy multiple versions.
world base overhead 1ms
Total 1134 constraints 10000 bones+.
Measurement results are as follows.
Unity constraints.
Local version
On:125fps(8ms+) (+ 7ms)
Off:540fps(1.85ms+) (+0.85ms)
Other people’s viewpoints.
Open:170fps(5.88ms) (+4.88ms)
Off:600fps(1.6ms+)(?) (+0.6ms)
VRchat constraints.
Local version
Open:31fps(32ms+) (bug???) (+31ms)
Close:340fps(2.9ms+) (bug???) (+1.9ms)
Other people’s viewpoints.
On:260fps(3.84ms) (+2.84ms)
Off:730fps(1.36ms)(It takes some time to unload the transform overhead.) (+0.36ms)
There are so many other possible combinations of structures that it is too difficult to analyse the performance impact.
Here is just one of the possibilities, it will take a long time to test.
After retesting, the results of Unity constraints and VRchat constraints were exchanged under local conditions. However, the test process was operated as continuously as possible, so I don’t know where the error occurred during the operation.
new->
Unity constrains local on 35fps
VRchat constrains local on 140fps
Still no victory part:
Unity constraints local off 660fps
VRchat constraints local off 430fps
As much as possible, the same type of operations should be continuously operated in the test (all Unity constraints or VRchat constraints). I don’t know where the problem is. I need to keep and record more confirmations…
Here you mentioned about a new constraint system in the upcoming SDK. Will constraints can be inverted like Copy Rotation and/or other constraint modifiers in Blender?
This I feel could be a new system entirely within the VRC Constraint system, but for the time being I believe the focus is to replicate Unity Constraints with a few extras.
I can honestly tell you watched Brandon FM’s video because you’re believing this absurd claim. For one, making the game 18+ or having ID Verification will do very, very little to stop the issues. Age ratings haven’t stopped parents from buying their kids Rated M games like Call of Duty or GTA as they still get them the game. And taking the step of having ID verification for a game not only is that taking it a bit too far, but it could end up blacklisting VRChat from being on other platforms besides Steam as requesting ID verification would be a violation of Meta’s policies. There’s also concerns of data breaches that can end up leaking a lot of the playerbase’s information.
Also I kind of find it weird that the claim that “they’re marketing VRChat for kids” is really dumb when that part isn’t even true. The game is intended for people over the age of 13 likely to comply with COPPA and to get onto other platforms like Quest, Android, and soon iOS. At around your teen years parents typically start becoming a bit more lenient with moderating their kids’ online, but the issue is more to parents that are stupid enough to give people under 13 a Quest headset and let them go unsupervised when playing their games. VRChat can do a lot to reduce the problems at hand, but that’s not going to be the be all solution since a lot of companies still have these issues. Don’t justify lazy parenting my guy
Respectfully… is there any way the folks who believe they understand the law and know everything about the subject please consider (note I wrote “consider”) starting your own thread?
This has nothing at all to do with a Developer Update. This unsupported “here is all you have to do” stuff is posted following every release.
At least consider it. You may get 10 times the response and be able to share your expertise directly with all the other experts.
Again your purposes are served better by having a thread or group of threads that deal with the issue that you believe you have some experience with and some control over.
There are lots of subjects covered in the “update” post. This does mean that all discussions about anything in it must be replied to here.
You’ve now speculated about what parents believe and/or do so according to your reasoning I should start adding “what parents believe” messages here. And then we can diverge chat about other VR platforms and speculate what they do and then, and then.
Nothing anyone posts here on this subject is “knowledge-based” as far as I can tell.
My guy, what marketing are you talking about? And yes I can blame the parents because it’s their job to monitor what their kids are doing in the first place, as Quest has parental controls. Not to mention it’s neglectful to let your kid run free on the internet knowing full well that it’s both a great and horrifying place.
Like they would never let their kids play Call of Duty, GTA, Red Dead or any game with blood and guns yet they’d still buy little Timmy those games because they’re not really well informed nor do they get involved much in their kid’s life. Lack of oversight is on the parents, and you should be trying to have parents be more informed on what their kids do and have them be a bit more active in their lives than trying to make a game be the one to try to look after neglected children that aren’t supposed to be playing this game to begin with.
uncompressed i believe is 40MB
One question and one concern:
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Will the CC/SDK Tools display the current sizes prior to upload, such as in the UI in unity/vrchat sdk?
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Age verification is a very noble goal. But you use the word “trusted” for the company you may use for this. AT&T, Sony, and Experian (a credit reporting service) all were trusted and were breached. They leaked millions of customers’ data. Multiple times… I really like the idea of protecting different age groups so everyone can be safe and enjoy the wonderful experience that is VRCHAT. But! If you are requiring government issued ID’s then that gets into realms of risk beyond “Hey, I just need to cancel my bank card and call my bank.” As a long time user of the platform, my concerns are… How long will my data remain on their servers? It should be deleted, for example, within 30 days after verification. What can they use it for? Not selling it for instance. Then, how much control of our PII is shared in the UI or beyond our control in VRChat?
Personally, I think if this has to move forward, then just a “Age Verified badge” would be best (if you are forced to verify). You should not have to display birthday or other potentially sensitive data to be displayed to everyone that searches you. But age verification should be optional and a entry level for certain “mature” content and worlds (Bloody/violent content, drinking, etc).
So really, for me to be comfortable with this. I need to know. Why is this required? What is it used for? Exact UI or feature based reasons. Who is handling this data? How long before they delete said data from their servers? To be honest, that’s just kind of scratching the surface. I cannot even think of many, if any, online platforms use those types of services. I mean “Chillout VR” has a minimally invasive system where you pay for a dlc. That would make a lot of sense too. More then using an unnamed third party service that is prone to breaches like anyone else.
Anyways! Sorry this was long and was meant to be constructive feedback/concern. I love what you all do and just want to see VRChat flourish.
Ah, Thats makes more sense.
Texture memory is easy to calculate but mesh and animations are going to be more difficult. Also tools that run in a “non destructive” manner will also mess with estimations.
I’d like to see a tool that breaks down the last build, added to the official SDK.
It’s dumb honestly I’m a trusted user in VR chat and I’m almost ready to quit because of these limitations. And I’m even one of the few players who was fine with easy anti cheat but now they’re going too far. It makes me feel defeated from this limit, I really hate this limit and I think the devs are doing something wrong or at least the higher ups.
Alright I’ll bite
First off, having Trusted honestly doesn’t mean much these days. I know I’m being blunt but with how many people have stuck around for 3-4+ years now its more surprising when someone doesn’t have Trusted.
Also in my personal opinion the system is almost useless once you reach User and Known/Trusted should be scrapped when VRChat redoes the safety system one day. But that’s a totally different topic and likely outside the scope of this thread.
As for the upload limits, ok what specific issue are you running into? Textures too big? Meshes too big? How does this specifically affect you because chances are the fix is way easier than you’d think.
Textures too big? Read this guide: Optimizing Texture Memory (VRAM) & Size | Poiyomi Shaders Turns out those 8ks and 4ks can be 1ks and 2ks with minimal loss in visual clarity.
Meshes too big? Use this tool GitHub - d4rkc0d3r/d4rkAvatarOptimizer: d4rkpl4y3r's VRChat Avatar 3.0 optimizer and it will strip out all your unused Blendshapes for you.
Its something else? Well that’s outside of the typical scope of what generally sends people over the new limits and something you’ll need to elaborate on more if VRChat or the community is going to help you out.
Lastly, a big part of the reason VRChat is doing this is that as the platform grows there are new people are getting HMDs that might not have the budget for a 4090 and not to mention there are plenty of people still rocking GPUs from 2017 who have been around since 2017.
This is about making VRChat more enjoyable for everyone by increasing FPS across the board and if that means some people need to make their textures smaller or strip out unused Blendshapes, so be it.
This is largely irrelevant in the big picture. Most of the abuse happens in clean spaces. They go to playgrounds to find kids, not strip clubs that lack bouncers. Putting in content gating is mostly to appease groups and public image than to do anything notably productive. NSFW avatars and spaces are not required for anyone to do things with a minor.
This terminology is used to skirt around calling it actual sexual content, because this is not formally permitted, for business reasons.
They’re trying to tackle filter systems without publicly admitting in business eyes that they allow nudity and sex content. This is why they take down worlds if i they find stuff (even if locked behind passwords) and so on.
The problem is that it puts everybody in a pickle, because they can’t make it safe without formally defining itself as a platform that contains nudity and detailed sexual content, and thereby alienating the younger population, and getting it canned from meta store most likely.
I keep finding avatars unnecessarily tagged “gore” and getting blocked, forcing me to unblock the gore tag if i want to see their avatar. Stuff like this is extremely frustrating. That’s the only thing i’d ever want properly filtered.
There’s a lot of ignorance that ahs always gone around about performance. Blendshapes don’t impact fps in any significant way - they are just memory. You don’t need a 4090, you need a Ryzen X3D. People’s disgusting spaghetti animators with 100 layers for all their combined clothings etc are the worst offenders for performance problems. Those existing optimization tools are easy and of the few practical automatable methods of “optimizing” things, but those are entirely memory-based not frame-time based.
I have tricks in my WIP shaders that cut down on a lot of expensive things, and will be experimenting more in the future, but these are advanced techniques that need to be engineered into shaders (and models built for it if you want best results) from the bottom up. Issues with GPU performance are almost entirely due to the most popular shaders being severely overdesigned for lighting accuracy before optimization due to the pretentiousness in vrc shader communities.
This is not something the end user or humble avatar creator can fix, it’s on the people who make the assets and resources they all use. And for the animators, VRChat could mitigate this a lot by making an easier to use avatar creation pipeline that limits and incentivizes simplified animators, which is also something that individual users cannot improve (because most people making avatars are not in the know of fancy optimizer tools, they need to be default/standard).
Having a large number of Shape Keys can lead to inefficient GPU utilisation.
In extreme cases, this can lead to a threefold performance difference, with vertex shaders halving performance and computational shaders achieving even worse skinning, in the absence of a batch.
In addition, although a large number of animations can cause L3 Cache misses, the animations themselves do not account for a large proportion of the total and are less susceptible to L3 misses on their own accesses, while the other parts of the process are more affected.
Also how much analysis do you have of the actual scene? Are you sure that the problem with the shader is the lighting of the shader? And not the double counting caused by multiple lights in the forward lighting?
The most important thing in this category is to carry out a large number of tests in line with the real needs, and the so-called skills are ultimately useful only if they are based on a deep foundation and analytical thinking.
Covering too little testing and lack of measurements from reality, as well as lack of knowledge of the specific GPU execution process can be misleading.
I’m not accusing anyone of anything, but if a shader is mainstream, it’s been tested a lot.
Of course there are a few exceptions, such as some GemShaders that end up severely damaging the performance of the entire GPU by writing ROPs, even if only one pixel appears on the entire screen, ultimately resulting in an overall slowdown to the original 0.77x~0.37x.
To avoid misunderstanding, it will only work when the shape key value is greater than 0 (it will still work even if it reaches 1), and this will have an impact.
The skin merging of Compute Shader cannot essentially reduce the problem of ShapeKey, but it is essentially similar to the impact of the load issued by skin. By merging multiple skins, it can avoid a large number of skins and increase the number of fragmented threads. , Avoiding the problems of wasteful scheduling and low cache utilization caused by switching caused by fragmented threads.(if use Unity6)
Unused Shapekeys only have a limited effect on the size of the model, and do not affect the performance of the mesh renderer as much as some vertex data. This depends on how the model’s vertex data is accessed and what is done when rendering the mesh, such as some minor performance issues caused by vertex normal smoothing in some cases, and seriously FBX import settings have different performance efficiencies in many cases, and if a lot of geometry is used it can be a bottleneck.