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.
Increase the amount of bits available for avatar parameters
Since more and more avatars use face tracking, the currently available amount of bits for avatar parameters is getting very low. Face tracking alone takes about half the parameters available. One way I got around this on an avatar is to utilize two 8 bit parameters to sync mutiple values in sequence, which makes it basically possible to have an "infinite" amount of parameters. The downside of that is that the sync is not in realtime (stutters for other players since every parameter synced this way has to be synced every tick after each other) and when joining a world the initial sync to set all parameters for other players to be visible takes also a bit of time. About 10 parameters a second is the maximum. Im seeing more and more people using that kind of sync for those parameters so I think lots of people are interested in having more parameter space. Even doubling the current amount would be a huge help. If that is for some reason not possible. More fine adjustments would also help. Like defining the precision of int and float values. Lots of radials dont need the full 8 bit of range. Or make some parameters static, so that we have static and dynamic values where static ones only change when used in a radial and dynamic ones are those which are constantly changing (like face tracking for example). The static ones only would need to be synced on world join / other player join and when changing the value manually via toggle or radial. That could possibly save on network bandwith if thats an issue.
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Whitelist LOD Group component
There is no reason not to. And no, impostors are not a valid substitute for actual authored LODs, though they could be a decent pre-cull step; neither is distance culling. Relying on occlusion is also not an option, as layouts vary greatly, often not bringing camera close enough to targets. We're currently stuck between two extremes: either you run on eleven-and-a-half vertices, or you rock LOD0 and effectively output microtriangles for anyone two or more meters away; more often than not it's the latter, and given commonly used fragment shader complexities (and their "quality") the performance impact grows exponentially. I guess this needs to be said: it's not 1996, and we can have more than 512 verts per scene. Especially in VR, where detail is paramount. Previously stated excuses for not whitelisting the component were laughable at best. Just because few people will make use of it doesn't mean no-one should be able to use it. Safety system accommodates for LOD meshes under the mesh visibility umbrella. Existing solutions rely on safety system allowing animator evals, as well as relying on contact receivers. It is janky, unreliable, and takes too much time to set up. There is no need for implementing some magical automatic LOD generator either. Most automatic generators tend to mangle topology and related attributes beyond reasonable level even for flatscreen. If an author doesn't want to properly author LOD meshes, they can choose to use existing automatic generators themselves.
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