It is way higher shown in Unity to what VRChat ingame displays. And of corse, not everything is displayed at the same time.
Well time to make a stupid fallback for those that are gone hide me with those new setting. There loss.
memory usage limit setting is huge
Phys bone limits blocks “build & test” and in game phys bones get disabled on offline avatars. This is a huge pain.
Oh nice, someone finally made a tool for that! Its still missing a lot logic, like it duplicated masks for me, but it looks very promising for future. and the UI for selecting materials is a bit hard to use on bigger avatar. Thanks for showing me it, I’ve seen the tool before but I assumed it was just for adding the decals.
Mobile phone version of VRChat won’t show very poor. I made a 20k poly version of my avatar for quest and a crappy 10k poly version for a fallback.
I have also heard that the phone version can wear imposters
Tupper it might be an idea to get some of the writing changed. seeing how many people get confused, thinking it’s Vram limits when it’s not.
Hi! This is already part of the initial announcement as you can see here:
fully aware of that but Aloooot of people are confused. i have seen to many people thinking its Vram. even through it’s written right in the text
Unfortunately i think changing the writing won’t help much if people already don’t read what’s written there
Could the “special users” stop trying to be in charge of other user’s decisions? I am not required to pass a test to accept terms and conditions. We can read as much or as little as we feel like.
Couldn’t you simply change your settings? Wouldn’t accounts that abuse the system (related to URLs or not) be banned?
I think fear-mongering is the term.
Agreed, I wrote up a proposal for granular and user-configurable world permissions on the feedback board
You must not get around much in that respect. And that one only works because it’s from a 90s game, and is just one of the few that went mainstream (probably due to accessibility). There’s other examples like Kilerbomb’s Shek projector which he painstaking crushed with custom compression algorithms to fit under 200mb so it wouldn’t get automatically filtered by default settings (but the result suffered terribly for it). . . . Being a long time member of numerous large animator groups over the last 6 years and seeing plenty of periphery, people make big stuff with very complex keyframing, particles and shader work, which adds up. Especially if that expands into stuff like boss battles that require multiple keyframed rigs with all their own assets.
Many showcase avatars are equivalent to entire animation experience worlds. They’re on avatars for a reason - so they can show people wherever the group is, and not be obligated to drag everyone through a portal, and it also allows people to collab their animations. They don’t usually need to be over 200mb and can be optimized to stay under, but occasionally it’s impractical or damaging to the experience to do so.
Seeing that people are working so hard to discuss the URL issue, I also feel that I should respond.
Personally, I think it is quite good to be able to independently manage the domains to be agreed to if necessary.
Some people have other needs, such as using URLs to achieve cross-world chat rooms and third-party persistence, and upload and verify game results and records, etc.
Perhaps if you have security requirements, you can obtain log records to facilitate your own security tracking to confirm whether the domain is safe?
But this will involve more problems, such as preventing cheating or forging information to third parties, causing trouble for some creators who are trying to provide more services.
If the content of the URL construction were to be revealed, players might know how the creator’s servers might be operating.
Simply exposing the URL content may not be useful. For example, Base64 is usually used to safely modify it to comply with the URL standard (such as base62 or replace a small part of the symbols) to avoid the problem of URL being unfriendly to UTF-8, thereby significantly compressing the URL size.
This can be a complex offensive and defensive issue and involves many parties.
My POV from having developed a world which needed to work around URL construction limitations (for watching videos, not for tracking users )…
May as well fully open up URL construction as the current restrictions are not sufficient to actually protect user data anyway. Multiple notable worlds have already worked around those restrictions to exfiltrate user data. So with the current system we’re not really reaping many security benefits, and at the same time it’s holding back content creators.
Adding an ask-on-first-use style popup when a request is attempted to a new domain increases the information available to the user, and is the correct way to do this IMO.
Of course, some users will click “Yes” on any popup without reading or understanding it. This problem is not solvable, but providing that popup still at least gives the user a choice, which is unequivocally better than the current simple untrusted toggle.
Last but not least, I would like to express gratitude for the construction restrictions being lifted on the current set of trusted domains. While I definitely think it needs to go further, this is already a step in the right direction. This and some other recent changes are refreshingly positive.
I’m not sure if I completely read over this or not - I looked through the replies too - with the new avatar compression requirements, what will happen to currently-uploaded avis that do not meet the new requirements come July 15? No longer accessible? Or simply no more uploading content over the new threshhold after that point?
We can effectively vote, drive a car, fly a plane, smoke, own a gun, gamble, purchase bitcoin, etc., but agreeing to simple access over a REST service is apparently something we need to be protected from

Multiple notable worlds have already worked around those restrictions to exfiltrate user data.
Oh? I’ve only seen a world that if it doesn’t find you in a list, it writes out your username character by character followed by an end code. Less than a minute for me. I’m not too fussed about my personal info so I’d like to see one of these worlds that’s exfiltratin.
I should point out you don’t actually need packer tools honestly, especially if a shader is designed properly to use single channels from maps. All my masks and maps use BC4 R (red channel only) or Alpha 8 (alpha channel only) for import. This is very similar to packing your maps, as far as total vram, but also less annoying to work with (every shader wants it’s packed maps in different channel orders).
Unless you are meaning like automated UV tetris packers, then i think that might be asking for a lot. The blender ones are already sub-par and a bunch of extra hassle and potentially quality-destructive re-bake. We don’t have any access to fancier tech like mipmap streaming (yet), total texture streaming, or any other fancy runtime optimizing systems. Everything we do in vrc is old fashioned as far as engine-level goes, so not a lot we can do currently.
ps: it shouldn’t actually load textures etc into vram until you render the material on the avatar the first time. that has been my observation.
yes, i do mean uv packing, especially to separate uv map for maps. I often see outfits that have 4k map of something, like even alpha, but use only like a long strip 60x1200px. And you cannot reduce the resolution because it has very tiny details packed into this 60 pixels.
Someone already listed a tool that slowly can do some atlasing GitHub - ReinaS-64892/TexTransTool: Non-destructive modification to Texture! but does not yet supports a lot of features. It can even duplicate the maps on the atlas instead of reusing it. But still cant help to get rid of wasted texture space… like I use ears and small hair ornament from other avatar, and that makes me use additional 2k textures that i only use like 512x256 px combined. With this tool i can just combine it all together with my actual hair texture and during the build it will atlas it all into single 2k texture. So 3x 2k into single 2k without losing on quality, already nice benefit.