Developer Update - 16 February 2023

If anything they should make very poor 70,000 and blend the rest

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Believe the poly limit is where it is because of a lot of other factors.
Maybe it will get looked at again when they include statistics like mesh VRAM use, blendshapes, ect.

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With physbones it was settled on good enough, and people were expected to update to fix bugs. Wouldn’t that same method work for constraint replacement?

any modern pc should be able to handle a 30k boost to polygons for a poor rating. the VRam update to performance stats is welcome to be sure but i think the polygon limit should also be looked at especially with such a blanket outdated limit.

I think once visemes are taken into account the limit can be increased. Visemes are expensive

  1. Yes
  2. not currently, but I can’t promise annything.
  3. Yes
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As mentioned in the post this will be able to be used as a world UI element.

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All you floozies with your fleshy organic avatars dont realize how hard it is to meet these new VRAM requirements when you have a robot body with 10x the surface area.

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How do we determine how much VRAM an avatar is using? Is there something within the SDK that can show us? Is this a Unity thing?
Also is the avatar optimization page gonna be updated when this is dropped?

Does this mean that my settings for a world would be saved locally? IF SO, PLEAAASSEE DO THIS. I hate repeating the same monotonous tasks, flipping every dial, pressing every button, just to get it the way I like every time I join that same world!

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Hopefully, this won’t negatively affect avatars with face-tracking abilities too harshly… just keeping that in mind.

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vrchat shows numbers for vram at the moment, if they want tomshow performance, they will have to calculate it within the editor.

if anything we’ll (vrchat users) remind team to update the page if they forget to update docs. it’ll work out in the end. having to use tea leaves doesnt scale up.

Localization is referring to translating in different languages here.

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maybe im misunderstanding the ram stats, specifically one of the compkaints. ive got some test avatars that have material swaps for the one material, basically options for the main texture, and they both say 5.33 MB which is one 2k texture. one of the options is a 4k texture.

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yay pet cat :3

Just so you’re aware, you can suggest edits to the documentation. :slightly_smiling_face:

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Can we please have customizable gesture toggle indicator, the current one is intrusive and I find it very hard to see if the gesture is locked or not. I wish there is an option to change the color, size of the indicator. It would be really helpful, thank you

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With performance ranking being touched upon, Hopefully, this means Avatar Performance Rankings are going to update again soon
that means the possibility of:
-Camera textures being a performance toggle rather than friends only
-disabled objects only counting when active

now if only the Dated “system Requirements” gets touched upon soon

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Because you can’t easily separate “animation based” from what is normally visible since you don’t know when the animator will trigger those animations.

Also. having the true stats implies to unload unused stuff during runtime first. VRChat is only unloading stuff when you change or reload the world. It’s not compatible with the “true” stats anyway.

Please, reassure me that your analytics weren’t just measured inside Unity Editor but with the profiler attached to an actual build, right?

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