Love this update
I think the portal itself should have a more minimalistic, modern ring around it, like the preview for dropping portals. Maybe the overlay on the preview image should go away altogether as well.
It’s always felt messy trying to see what the preview image is, newer players get confused as to whether the name means that person made the world or just dropped a portal to it, along with how it just hasn’t followed VRChat’s more modern appearance.
As for the text above the portal now, I think that the title of the world should be placed along the user who dropped the portal, world details like how many people, quest compatibility, and server location should all be lower down. The timer might be better off in the top of the image of the portal itself, really emphasizing that this portal goes away in _ seconds. While also clearing off some space for the UI, as I feel that the two blocks of UI are a bit much, especially with how often portal text goes above ceilings already
Please do not take my shitposting as feature announcements.
- Radial menu
- Expression menu
- Circle menu
- Circle thingy
- That… thing that… that appears when you hold the… the menu button down… and lets you change your clothes… whatever that’s called
We’ve got several team members chomping at the bit to do a portal graphical re-visit, so once we find bandwidth and time, we’ll have no shortage of ideas and concepts
I dream of fsr returning for those oh so sweet frames back. Even if you replace it with something similar that’s fine by me :')
FSR and similar tech won’t work for us for now! Here’s a post explaining our latest update, and probably the last for a while.
There’s also some more info here.
I should probably just re-post it every single thread, since people ask.
Just to be clear, I’m not super keen on re-hashing the same FSR discussion. We’re at a stopping point for it, and don’t have more info to pass on.
I still am disappointed that FSR isn’t included as a config.json
setting or something that is experimental and warned as buggy. The reasons stated were pretty much just, “these methods aren’t ideal” and “This is not reliable or good practice”. It was working fine for a lot of people and they were happy with it. They liked it versus running VRChat at an actually low resolution which, in my opinion, looks worse. I’m sure people would be completely happy with a non-ideal implementation that is clearly experimental, than to not have it at all.
It would have been great to use now that I have a Quest 2, which is a significant upgrade in resolution over the Rift CV1. It seemed to work acceptably for a lot of people as a mod. Even if it may not have looked great, it would have been useful for dense events.
Also, it would be nice to have an answer for this. I personally would like to turn it off. I can anticipate many public users getting in my face and blasting their mic on purpose because they see I have the earmuffs on.
Please do not take my shitposting as feature announcements.
Oh don’t worry, I was not taking you seriously there lol
A quick sketch of a more compressed design I felt (also made in dark mode for your eyes). I would have tried photoshopping one, but I wouldn’t be able to anyways.
Having the less important info like server location and file size in the corners of the main box leave them easy to see for the people it applies to, but also more out of the way.
Info like player count, platform, and join permission almost would sort of curve around the portal itself showing the 3 most important details for most people. While the timer would be on the portal image itself, always visible yet not taking space on the UI that most people take world info from.
I understand there’s a team already working on a design (and getting paid to do so) but if my input helps the process or speeds it up in any way it’s worth giving it, especially if it makes the end design better for my personal taste (and hopefully everyone’s).
Rip my storage space taking 8k pics with multi-layer camera mode.
Awesome!
I think putting the portal UI in a similar version of the player tag UI, but it will have rounded edges. And an icon like vrc+ pic with a timer with a VRChat Diamond blue line that disappears similar to the loading screen one. Like, the Group one can be on top, and all the info underneath.
As noted in previous Developer Updates, at a future date (within 1-3 months, if I had to guess), SDK2 worlds and avatars will no longer be permitted for uploads. We will support existing SDK2 content within VRChat for as long as possible.
I seriously cannot leave this alone. When will someone clarify WHY blocking SDK2 makes any sense whatsoever??
Just leave it and let people upload with it until it breaks. SDK2 world creation is too valuable to give up. If you are minimally maintaining the functionality of legacy SDK2 uploaded worlds, let people continue to upload them if they really feel the need to until they are unusably broken. Thank you.
I currently maintain an SDK2 world (learning and developing it was fantastically easy), which i doubt i’ll be able to complete in time for the expected cutoff, and i do not have the ability to expend my precious little mental energy on learning Udon graph or how to code. (And i do not approve of it’s current runtime performance costs either.) I also wanted to create a couple other really amazing worlds, which i won’t be able to.
SDK2 is built upon industry refined tech by unity, using it’s native ui, trigger logics, component scripts, clean and effective without any nonsense, and as performant as you can get without going dots. Udon worlds always waste my precious lower end cpu’s processing time.
There’s some nice improvements happening overall, however…
Summary
A quick sketch of a more compressed design I felt (also made in dark mode for your eyes). I would have tried photoshopping one, but I wouldn’t be able to anyways.
Having the less important info like server location and file size in the corners of the main box leave them easy to see for the people it applies to, but also more out of the way.Info like player count, platform, and join permission almost would sort of curve around the portal itself showing the 3 most important details for most people. While the timer would be on the portal image itself, always visible yet not taking space on the UI that most people take world info from.
I understand there’s a team already working on a design (and getting paid to do so) but if my input helps the process or speeds it up in any way it’s worth giving it, especially if it makes the end design better for my personal taste (and hopefully everyone’s).
…i do agree with this one. That portal UI shown in the OP looks really wasteful. Not only is it going to more often be lost in the ceilings of worlds (unless you make it Z biased which i highly recommend - unity shaders have a native offset function you can add to the top of the pass with the culling and blend values), but it’s also just so bulky and wasteful of space, plus the solidness of it is rather ugly.
A quick sketch of a more compressed design I felt…
I actually really like this. This new design feels pretty bulky and the text is a bit small. Having the tabs at the bottom like you suggested here would be great to visually separate them and make the information easier to digest.
Here is a concept I just came up with. Can better visually separate the components into logical sections and make them easier to read, at least for me. Could also have the capacity at the bottom, but figured I should try to reduce vertical real-estate.
Edit: @genesisaria good point. Perhaps a side-by-side could work too?
or alternatively:
That looks pretty decent, i still worry about it’s vertical height. I’ve already been in more worlds than i can count with low-ish ceilings, low enough to cut off the plate of the portal, making it impossible to see any of it.
Hence i again suggest adding the shader z offset to it so it renders forward instead of clipped through environments - but doesn’t render through everything for infinite distance.
An idea is having the countdown clock a circular dial that counts down with the numbers in the middle of it, and put that on the left side of the plate similar to a vrc+ icon. And user count on the right maybe?
I meant something more like this!
(Could even animate the stopwatch radial behind for added visual cue, perhaps colour code it so last several seconds it goes red)
@TheCreationKing @genesisaria @dark Thank you for the feedback!
I wanted to include it in this Dev Update for this very reason before I start finalizing it, some good ideas here.
The size shown in the video was a bit WIP as it is, I’m intending to keep it within the verticality of the current portal text, if not less, which some of these designs help with.
I will likely keep some of these designs ideas in mind when moving to finalize it further, and any further feedback is always welcome!
This design is fantastic. Clear, easy-to-read, and concise. Could even slap the group banner on top for group instances.
Hmmm why not make portal ui a single banner? it kind of feel like it made too big for just a simple timer
I quite like these as well, I especially the use of the tabs idea how you used it. I still think that the timer could be better placed on the portal itself assuming they redesigned the portals to be cleaner.
Then the player count could be placed on the right of the main UI element, eliminating the need for the second block of UI, which would make it be less wide or tall to further prevent clipping into walls or ceilings based on whether it was side by side or not
However one issue I do see with something like that is that the timer may be lost in the color of the portal itself, and adding a background UI circle might cover up too much portal. I suppose that all just points to the shown need to use VRChat’s already used UI tactics, like tabs, to be a bit more optimal.
The concern with putting timer on the portal itself, is that it can block out or distract from the image in the portal, which is already not the easiest to see thing.