Avatar Bugs & Feature Requests

Post about current Avatar bugs and Avatar Feature Requests. One item per post!
Non-constructive and off-topic posts will be moved or deleted.
Show avatar visibility statistics to incentivize optimization
Currently, avatar performance ranks tell creators whether an avatar is expensive, but provide very little feedback about the practical consequence of that performance rank. If other users hide Poor/Very Poor avatars, or otherwise do not download the full avatar, the avatar author generally has no way of knowing. From their perspective, their avatar works and looks correct. This removes an important incentive to optimize. If we somehow had access to aggregate avatar visibility statistics to the avatar's statistics/performance information. For example: Last 7 days Full avatar downloads: 8,412 Impostor downloads: 3,105 Estimated visibility: 73% Where an approximate visibility metric could initially be calculated as: Full avatar downloads / (Full avatar downloads + impostor downloads) If VRChat already tracks cache comparisons or avatar/impostor selection separately from actual CDN transfers, those would be preferable to literal downloads. The objective is to measure how often the full avatar is selected compared with its impostor, while using aggregate data VRChat already collects or can collect cheaply. This creates a direct incentive to optimize. Instead of performance optimization only changing an SDK rating from Very Poor to Poor or Medium, creators can see that optimization resulted in more people actually seeing their avatar. Performance optimization currently benefits everybody except, visibly, the person doing the optimization. Users whose clients struggle can hide expensive avatars, use safety settings, or rely on impostors. The avatar wearer may never know this happened. Aggregate visibility statistics would close that feedback loop without identifying individual users or exposing anybody's personal safety settings. These statistics should be aggregate only. The avatar author should not be able to determine which users downloaded the full avatar, received an impostor, manually hid them, or otherwise chose not to render them.
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Feature Requests
On-Device Observed Avatar Performance Ranking
Thinking outside the box here. Everyone focuses on these extremely arbitrary feeling ranks, and I think it's the wrong way to think about the problem. Computers are not equal, so the ranks cannot have equal meaning across them. In other words, what is Very Poor to the state of the art computer is vastly different than what is Very Poor to a wireless headset, or a laptop. Why not let the host computer decide for itself based on actual realtime metrics, letting the user configure and apply rules based on that? Provide sane defaults, like other video games give you quality presets "Low, Medium, High, Ultra". Just spit balling here (and some of these exist in similar ways already) but what if I had settings like: How many avatars make an instance light, cozy How many avatars make an instance busy, poppin How many avatars make an instance overloaded, omg-furality-club-world Frame rate impact of an avatar (show the cost to draw it somewhere?) Frame budget buckets for CPU time (draw calls?) Frame budget buckets for GPU memory Report about excessive shader compilation time/frame hitches. These ranks can adjust based on how populated a world is to maximize performance. I'm in a world with 3 other people, they can be in absolutely gargantuan avatars. But when the instance starts to fill up, the game has to cut back a little, those ranks reevaluate, and I might see some avatars fall back. [Frame budget] = [Current World Demand] + [[Av1%]+[Av2%]+[Av..n%]] <= [95% total compute available] Imagine the client observes Av2 needs way more of a share of resources than everyone else, AND we've reached a high water mark, then cut Av2s share. I hope these are ideas that spark some more out-of-the-box thinking about avatar performance.
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Feature Requests
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