Kiro is magic.
Haha I’m satisfied just knowing the idea has been thought about!
Well now I know the reason why that avatar caused such a steep performance problem. Keep up the good work at the studio Tupper!
That particular avatar also has some other issues… one day we’ll tackle Animators, somehow ![]()
How far off would you guys be from runtime replacing constraints with a better performance ones like you do with dynamic bones?
Is there any timeline for when we will be getting a proper group management interface or options? As it is now there is no way to search for members, making applying roles or banning people tedious once you get to two or three pages of members.
I was using a bit of javascript to automate expanding the members list so that I could ctrl-f for people. But it seems that either I have too many members now, or the latest update to the groups webpage changed something, because I got instantly rate limited.
I wish you luck and skill on that. ![]()
We’d have to make it first, which is no small venture-- it has to replace all of the functionality of all Unity Constraints, with zero behavior deviation.
But if we had that? Sure, we’d runtime replace that like right now.
This is a pretty common pain point, we’re working on it! Keep in mind that the version of Groups you have is the first public version.
It’ll be rough for a bit, but we’ll clean things up over time.
Would the VRAM be counting Uncompressed or compress textures?.
Also, hidden animation be counted or only shown(only active).
Having it count it all like it will be all shown will be kinda weird for those doing material swaps and such(it would be kinda stupid to be honest).
i know my Cell model with everything on it is 113mb shown and 148mb with my other skin color toggles(and that model is already Green).
Why are you so adamant in not wanting to tell us the numbers? What’s keeping you from doing so?
Nice little update by the way. Looking forward to the custom Quick Menu UI ![]()
I made an Avi or two that has like 25 materials to rotate through as a test. They can be cycled through so fast I suspect they are actually in memory at the same time.
One thing I found amusing while doing testing is how well some 3d models hold up with reduced textures. If you reduce by one mip level how bad does avi look at one foot away? I know it’ll be noticeable right up Close
Will the VRAM ranking include Render Textures? e.g. ones used for external cameras on avatars like VRCLens and VLens.
It counts memory usage of the texture as it sits resident in video RAM.
This isn’t possible, as we explained in the main post where we talked about constraints. Same idea applies:
That would reveal too much analytic information that we’re not OK freely sharing-- or rather, allows one to derive information we’re not OK sharing.
I think it skips RTs for various technical reasons.
Nice, even a optimize model that is green.
and had never tanked anyone.
has a simple few material swaps will be considered med-poor.
Even though its not all on…
why have we not used a better system that tells what visibly is shown and what is animation based? have two ranking system built in.
that way we can see the true stats version of someone who just very poor because of animations?
i made a post over 2+ years ago explaining this…
Woooo! Will have an easier time hunting down that 500 mb avatar nuking my VRAM. Though we should get a Mesh VRAM stat soon™ Folks slapping hundreds of blendshapes onto their single high poly mesh still isn’t great.
I’d love to see animators getting a lookover again soon. We’ve learned there’s a static cost for each addition layer on an animator. We CAN count those in game as shown by the debug menu (Unlike states, transitions, ect) so will that ever be listed as a perf stat? I’m unsure if the debug menu has deeper functions than the safety system.
Also desperately want distance hiding to stop animators. It’s a kick in the teeth for write default users but I really believe SOMETHING needs to happen there. If it was an option and disabled by default, It’d probably be received well.
For the Udon UI:
- Will it be intractable during Editor play mode?
- With customization, will we be able to do things like 3 buttons on one row? As an example (Horizontal layout component)
- Can I add a image component to it?
If UI editor will more streamlined and feel like 2d editor then standard ui editing in Unity editor, why not also allow to use that tool to edit UI in world. Current UI editing in Unity is very annoying. Assuming it using Unity UI system at core.
what about the Poly Limit? i feel like the limits should be increased per rank rather than a blanket 70k with a single poly making you go from “good” rated to “very poor” For PC avatars it doesn’t make sense.
Looks good! Hopefully we can one day set our own performance ranks values to adjust for our own hardware.
Any visual accessibility features on the way too? For those with astigmatism or epilepsy?
