loving seeing that eye tracking is coming this way soon :3
i understand there will be an sdk update for adding winking/independent eye blinks, as someone who uses the extra tracking extensively and contributes to VRCFT that will be supplying data over OSC, i hope that there will be a way to prioritize some parameters for the faster IK sync for face/expression tracking as well
also while the current eye look system works great for bone transformations and some blendshapes, i hope there will be consideration for blendshapes for all directions as part of eye look. the common case now is using animation clips for bone transforms and for blendshapes to get a combined look, and itâd be a real shame if the faster synced new system canât replicate that
I assume this is also a decision made with future user base in mind. Quest 3 potentially has eye tracking, future other headsets as well. I donât think I agree with the choice personally, I think it would be better for the stability and longevity of their platform if they focused on their core userbase first, but I understand why the choice was made.
Is there information available on the different Execution orders of VRC components? I had to use trial and error to find out which DefaultExecutionOrder to use to have my code execute before or after certain VRC components. I was especially thinking of UI related code. The VRC UI is for example updating before the player is moved making it jitter all over the place when the player is moving rapidly. Mine is rock solid with the order values I found.
Size will always be on, but the last thing considered - you can configure near distance, prioritize friends first, and prioritize manually shown.
So for example if you have friends and near distance configured, itâll go:
nearby friends, smallest size to largest size
nearby everyone, smallest to largest
distant friends, same as above
distant everyone, same as above.
Why distance before friends? Weâre optimizing for âmost avatars seen as quickly as possibleâ, so your friend on the other side of the map wonât matter until you get close. Fear not though as the priorities are constantly reevaluated, so if you start walking around and get close to your friend (and you arenât already downloading another smaller nearby friend) theyâll start right away, in parallel with the existing download.
Is Download Prioritization an option? that we can toggle on/off?
Can we get a test with a graph for downloading avatars with fast internet like 1Gbps? To ensure there is no regression in this case? As im still worried that new way will be actually more limiting
The camera sound is tied to the UI/HUD slider you will find under the main menu sound options.
Hope that helps.
The pin thing is annoying though, and will probably generate you a few unwanted pictures! Will look into solving that.
How would you know if the person who is being reported is actually using clients and not just OVR?
Since I had been accused of hacking for simply levitating above the ground (in some cases even being kicked out of the lobby).
Btw you know how the arrow buttons on the Camera used to skip over the Focus settings, which was fixed a few weeks back?
Yeah that is back, it skips over the Focus setting again xD
VRC uses OSC endpoints for these things, so when VRCFaceTracking (third party, open source, tool) updates you just need it, and the Pimax plugin, to make this better eye tracking work (note, youâve been able to do this since the OSC update early last year, but the eye tracking was just a bit stuttery and not very responsive for others).
Excellent news! I wonder, does this make all Ready Player Me avatars have eye tracking by default?? Iâm going to have to try it when I get off work. Thanks!
Is Download Prioritization an option? that we can toggle on/off?
Itâs currently slated to be core functionality, with the toggles just being for the priority options (to keep things simple).
Can we get a test with a graph for downloading avatars with fast internet like 1Gbps? To ensure there is no regression in this case? As im still worried that new way will be actually more limiting
Iâve been primarily testing this on my faster connection! The only point where slower speed could creep in is between one download finishing and the next starting, which is less than a millisecond. Even on gigabit connections it should be noticeably (though, less than on 8mbit) improved, since everyone in the room youâre loading in comes first - and this time, not all at once, so your machine isnât struggling to keep up. Generally speaking the only time parallel downloads will net you higher throughput is if the remote end has rate limited individual connections, which isnât the case for our data host.
I did do one earlier A/B test with my full connection speed in a lobby of ~15 people, but everything happened too fast to really discern a difference.