Developer Update - 2 May 2024

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This has been on the performance docs since 2019. If anything I’d expect VeryPoor to be removed from Android VR as well. And tbh I don’t think VeryPoor should be on mobile personally. (also dunno why VeryPoor is shown by default on PC)

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I’ve been using the mobile Alpha since week 1. I know only seeing your own very poor avatar did work well.
I was fine with everyone else in fallback on mobile.

Thanks for the updates! Overall good. Hoping we don’t see negative changes from bowing down to Apple’s ToS.

Having the audio player in the new home world be customizable would be nice when it releases. Especially if/when world persistence shows up.

Not very happy about the Instance ID no longer being customizable. The list below means absolutely nothing to me when looking at a world instance to join. The name of the group or topic as the instance ID is much more descriptive.
91440 - Group Public
44512 - Group Public
04455 - Group Public
97521 - Group Public
12334 - Group Public
07889 - Group Public

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We used the instance auto-create feature to make instances with a custom name which was very helpful for our community to see which instance is moderated or has an event running, I assume this is not possible anymore since we can’t set the desired ID via your new API?

Maybe an optional instance description would be a nice feature.
You wouldn’t have to rely on group instances to tell what an instance is about.

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vrchat constraints finally coming!
will these also apply to avatars (mostly those with long dresses) as well?

the graphicsmagick command appears incorrect, I believe it’s supposed to be two different commands as “-coalesce” is not available for the “montage” flag. i.e.

$ gm convert nicetits.gif -coalesce coalesced.gif

$ gm montage coalesced.gif -geometry 256x256 -tile 4x4 -background none CoolEmoji_14frames_10fps.png

Wow, I know Staff have been hard at work but I didn’t think that we would be getting so much awesome in one go. :smiling_face_with_tear:

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I’d like to see cross platform performance specs of avatars. These days I just assume any quest avatar falls under very poor, but it’d be nice to know for sure without having to ask.

Friend asks: “Is the bone constraints going to be a Unity 2022 only thing?”

They don’t wanna upgrade yet due to standard lit emission not working properly in 2022, so was wondering if it would be in 2019 unity too.

I disagree with you extremely. Most avatars i have ever seen are labelled “VeryPoor” despite being rather modest on stats and virtually no measurable impact on PC.

I have profiled plenty of my own avatars for instance, and they measure very reasonably. If VeryPoor were hidden by default you’d find quickly that it’d just cause a dichotomy of many users being unaware of what they are missing and misinformed on how impactful on performance these so-called “very poor” avatars actually are, and others who are just all forced to find and change the setting because it’s pointless.

By far the most impactful things for performance on avatar for a majority of people are animators, shaders, and skinned mesh renderer count (animators and shaders are not measured at all by the stats) - but most people find they get their performance back blocking shaders, because the material count expense is minimized by it falling back to a simpler shader.

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oh right of course yea

Would be great if we could get the action of respawning to be mappable. Would be great if we could make it like either hold down the menu button or tap both menu buttons at the same time.

I’m incredibly excited about Steam input 2.0! I was initially very worried what that might mean for older, legacy inputs. Adding gestures as a dedicated input goes a long way for some of the changes I’ve wanted to see such as adding gestures to the touchpad regardless of input type, as this is the backbone for the way I express myself in game as a mute.

One change that I personally would very much like to see however, are features that were available to Vive wands under the “Advanced Vive Control” option. Specifically the ability to store a gesture to the triggers (or any button really) dynamically per hand. This was an immensely useful feature for avatar puppetering. However I understand this feature might not be able to be ported 1:1.

To perhaps put it into more technical terms, I’m asking specifically for these bindings to be added alongside dedicated gesture inputs:

• “Store Current Gesture as Quick Gesture L/R”
• “Activate Quick Gesture L/R”

A “Quick Gesture” slot, one for each hand, where you can store and recall a specific gesture on demand. You store a gesture into this “quick gesture” slot by triggering the action when a gesture is active. The user can then recall the gesture by using the “Activate Quick Gesture” action for the relative hand. If the user maps this activate action onto a source that provides “Gesture Weight” (This could be the source by itself, or a Steam Input Chord that involves the GestureWeight source), the “Quick Slot” gesture will receive the gesture weight.

This enables the following:

• Due to the lack of standardization in Avatars, this permits a user to quickly make up to two individual gestures, and one combination gesture, accessible instantly at any time without having to perform the finger tracking pose. This supplements Direct Gesture Input as it can be used on any avatar and on any input device

• This permits avatar creators to use gesture weight on multiple gestures and if the user has placed this gesture into the “quick” slot, it can be used, even if the gesture doesn’t involve the “fist” action

This might not be incredibly useful for those who prefer purely to use finger tracking. You can perhaps use gesture lock to more easily choose the gesture before storing it. Really, allowing the touchpad to be used for radial-dial input for gestures like with Vive wands is the best case.

I wrote a lengthy canny about this in 2022 if you’d like to read further about it. Including scenarios where this was useful for disability: Touchpad Based Gestures and 'vive Advanced Control' Functionality Brought to Other Controllers | Voters | VRChat

Could we get “Open Main Menu” as an option among these additional keybind options?
I’ve always wanted to be able to long-press the Quick Menu button to immediately open the Main Menu launchpad so I’d love to be able to finally do that through SteamVR inputs.

Last I checked the newer SDK versions don’t seem to like unity 2019, so there is that.

How much more optimized are we talking here for VRCConstraints? Constraints on Quest level of optimized, or is that still not in the cards?

The perf ranks could use an update to make the performant VeryPoor avatars be Poor instead. The triangle limit could be higher on Poor than it is now, that’s a big reason for a lot of avatars falling into VeryPoor when adding stuff like clothes to avatars already near 70k tris. Right now I feel like Poor is just Medium with more physbones and materials.

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Check the related canny post for it, I think they mention it coming to Quest.

Edit: Yep, on Quest as well. VRCConstraint (Optimized replacement for Unity constraints) | Voters | VRChat

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The emissions issue has been fixed in the latest SDK just so you know

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