Shoulder move is different when using only VR and fullbody tracking
[details] avatar shoulder moves differently. - with only VR, the shoulder moves GREATLY - with fullbody tracking, the shoulder moves SLIGHTLY [why this is matter] This problem makes it difficult to rig an avatar. To avoid this problem, we have to rig carefully and test with both VR and fullbody tracing over and over. This is really painful and time consuming. I saw many avatar creators suffer this problem (of course me too) [what I want] - the same shoulder move no matter when using only VR and fullbody tracking
[Build 854] Hands pulling body
If you're in fullbody, using an avatar with arms shorter than your IRL arms, extending your real arms will pull your VR self's upper chest / head / shoulders. Doesn't matter if you have any sort of 'FBT fixes' applied - it happens to any model where the arms are shorter. Example: https://youtu.be/crCjA4T6ZZY This "pull" doesn't happen in non-FBT VR and almost universally just looks bad when it occurs in FBT, especially if you're "resting your arms at your sides" because it'll droop you into a weird "hunchback" position. Even in avatars of mines which are almost actually proportional to me, there is still very slight tug. I COULD go and change the plethora of avatars I have to have just slightly longer arms, but it'd be much easier if the tug just didn't happen! Zettai Ryouiki posted a picture of what might be the setting for it, assuming VRChat uses the same script.
Avatar arms often can't move while in chair or ingame menu
Version: 848 This is locally a very old bug, but it became a problem with Networked IK update: before Networked IK, the issue would only appear to the local player... Anything that locks my player capsule (chairs, ingame menu) will restrict arm movement and move my arms to the side if a given arm moves too far from the player capsule. I understand this arm locking behavior is useful to prevent issues when a controller loses tracking. I am requesting that arms move to the side when too far from the head, rather than too far from the player capsule. As an example, this is infuriatingly frustrating as a fullbody user where I might be "seated" but offset from the center of the chair, lying down or otherwise trying to reach over to give a head pat, and my arms fold down to my side, preventing such non-verbal social interaction from taking place. As a related bug, I do not like that menus/chairs lock my avatar chest orientation (especially in full body), and it causes the avatar to behave in creepy ways if I turn around while seated or with my ingame menu open (head goes backwards, arms swing around the wrong way). Expected behavior would be to allow twist of the avatar chest (at least in full body mode) I believe these two cannys may be related: https://feedback.vrchat.com/bug-reports/p/201844bug-arms-snaps-to-side-in-menu-while-crouching-in-vr https://feedback.vrchat.com/bug-reports/p/cant-outstretch-arms-while-extremely-tall-irl
 Avatars with an Active Blendshape causes a significant loss of performance
VRChat 2019.3.1p2, build number 845 (Pretty sure i first noticed this issue early this year) Specs Windows 10 Enterprise i7 4790k 4.4ghz Asrock z97 pro4 GTX 980 ti 1286mhz ddr3 2600mhz Tested with Oculus Rift&Desktop (Tested with lipsync&blink) 1.More polys on the skinned mesh containing the active blendshape comes at a very significant cost 2.Normals and Tangents contribute to the performance loss which is derived from polys hence more polys=bad (they both contribute a significant cost) 3.even if you have zero normals and tangents it will still affect performance just at less of a cost 4.the difference between 10k and 20k polys is quite significant (perhaps the issue is linked to that) 5.Separating meshes for blendshapes to reduce polycount for active blendshapes helps significantly 6.Mirrors and cameras recalculate it 7.the quantity of shapekeys and vertex groups seem to make a negligible difference "if any" 8.Performance loss isn't local tldr. ActiveBlendShape+ManyPolys=bad Steps for reproduction: 1.have a 60k poly skinned mesh with an active blendshape (doesn't have to be 60k but higher the more obvious the loss) 2.disable any active blendshapes and you should see a gain (Blink will always be active if your mesh is named "Body" and has shapekeys) // more Mirrors will give you an easy to see result theoretically or from what i've read about blendshapes it shouldn't be creating much of an impact if any Ultimately this loss could be "working as intended" but i doubt it // Image with the correct formatting for the post https://cdn.discordapp.com/attachments/608876139716411392/618647212867715082/Discord_2GOI7luFj6.png
Client crashes after changing worlds several times
Ver: w_2019.3.1p2 (build 845) Replication: Change worlds. In my case, every 4th to 5th change seems to cause the game to crash once the load screen finishes. It's been doing it for a little while but it's sorta annoying. I'm not sure how to post logs but I've got a few of them.
[Build 854] Tracker orbs disappearing when opening menu while calibrating
While calibrating, opening the settings menu will make your tracker orbs and controllers disappear. Other menus probably do this too. It's been a problem in live for a while. Having the calibration button makes this A LOT easier because I no longer need to fully swap avatars to get them to reappear... but it'd be nice if they didn't disappear like this at all ;) Example video: https://youtu.be/Zqeyiyadab4
Crashing every 5-10-15 minutes
Any world, Any Time of Day, longest time gone without a crash is 15 minutes. it was extremely Prevalent yesterday, and seems to continue today. Major Crashing where everyone in Publics or Friends Worlds will have Connection Timeouts, Had it happen about 20 times yesterday and 5 times alone in the last 45 minutes today. someone screwed the pooch, and then spit in the dish.
 Desktop mode hand bug
After an option to change player height was removed from Desktop mode, default player height for Desktop users is fixed at a value of 1.675 metres. This causes the bug with small avatars (less than about 0.9 metres in height): when you pick up anything, the arm doesn't pull forward. It stays down like you aren't holding anything, or, if height is near to 0.9, only hand rotates forward. If you change default player height to about 0.7 on desktop, the bug doesn't appear, the arm pulls like it is supposed to. Steps: Take any avatar that has height less than 0.9 (better 0.8) height and pick up anything (markers/eraser in home, etc) Version: any (Tested on 840-845)
Random users way too loud with VRC_PlayerAudioOverride
We found this issue at Rizumu Nightclub ( https://vrchat.com/home/world/wrld_912760ee-aa19-4442-8b6a-b81721aeb8f0 ) There will be 30+ people in an instance, and I found two people whose audio were 10x louder than everyone else (ignoring the override zones). Having them rejoin the world instance fixed their audio levels. I do not know steps to reproduce. It may be random, or not...it's a nightclub world: many users were in the world instance for a few hours. 95% of people applied overrides correctly. I'll leave this here as another strange experience I had but unconfirmed (please chime in if you've seen this): In the Great Pug, I met a user whose nameplate showed he was talking but couldn't hear him (like the zone in the back of the kitchen). He was fixed after rejoining.
During an event with 50-60 people in a room for 1.5 hours my framerate was very low so i took a screenshot of my memory usage which was rather absurdly high: https://i.imgur.com/jFAHg97.png After event was over and people left the room my framerate was still shit (15-25FPS) so i'm certain of a memory leak: https://i.imgur.com/kWQbWgg.png Note that before the event started filling up i was doing 91 frames easily, the room is super optimized and has a single light source, baked lights and lightprobes. Room was "Community MMD Club. I was in desktop mode. Message me on discord @Lather#1003 if you want my logs, i've saved them but there seems to be no upload function for canny. (pastebin has a 512 something limit, cant paste it there)