Developer Update - 14 September 2023

Glad to see that the impostors feature is still coming!

Personally tested the claimed morphological key efficiency and there was no perceptual change.

The magnitude of the reduction in GPU usage will be the same.

Blendshapes are CPU and memory cost, not as much gpu cost (especially when animated), as far as i understand. Also if you got a high end gpu you aren’t going to tell with a single example, you have to torture test with extreme scenarios or mass duplications.

Is that actually possible in blender? Engage more than one blend shape at a time and partially? I guess I should play in blender more this week. Just looking for a yay or nay. I have barely found where to mess with basis or edit the other states.

vs2022

I have the profile tool to pinpoint it and have identified it as a GPU bottleneck through extensive replication.

Do you have the tools to prove it?

I think you may be mistaking bones for Shape keys, which are a much bigger burden on GPU utilization than CPU/memory overhead.
It’s the bones that cause a lot of CPU overhead, especially in animation.


Activating 59 shape keys at the same time will result in a significant drop in utilization, and due to problems with the compute shader, the frame rate loss will be greater than the utilization ratio.


Based on observations and personal use on the Unity forums
quest/mobile/PC etc are all the same, I can’t understand the so called shape keys that consume CPU/memory instead of GPU.

This is probably going to break many people’s experience with Unity over the years

vs2019
vs2022
Overhead under shapeless keys

2019 154fps vs 2022 140fps
64 zome

30 shape key use
30shapekey_2019
30shapekey_2022

2019 70 vs 2022 75fps

However, different proportions of skin and shapekey have different effects.
Compute shaders suffer greater losses due to smaller thread groups
59 form keys is too much, so only 30 are used

in GPU
2019


2020

There are some differences in execution
Because one skin is a vertex shader and one skin is a compute shader

I also thought that the efficiency should be higher, but in fact there are many differences in testing different combinations, and this is another result that I just randomly combined.

Besides, I suspect that the actual implementation of VRchat in 2022 is not much different from that in 2019, and some implementation details have been modified.

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The groups category on Canny is currently hidden. Wasn’t the last time I looked.

Interesting

Is there any update tackling the Crashers as one of this is with sound from what I’ve seen

Do you have any kind of source for that?

Given how trivial it would be to implement blendshapes on the GPU, I can’t think of any reason why the CPU would be substantially involved.

I wonder if it’ll work if I always have avatar audio muted.

As long as there are bugs in Unity, crashers will exist, just a question of how long to react to crasher of the week.

It was just from stuff i’d researched. Didn’t do benching myself.

Yes, please! I have personally spent quite some time doing my research regarding VRChat security and i can tell you, that for most of the security measures you curently have, there are a lot of people who know their way around that.

This sounds a bit like “security by obscurity” to be honest. As i have even seen publicly available code bypassing security, i do believe the obscurity is mostly gone anyways.

Btw, if you want to talk about details DM me. I have made some bad experiences with the reporting system, so i will not use it. I will only talk to verified VRC staff about this.