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Client freezes with String Loading
Summary: Client freezes when using String Loading under certain conditions. Phenomenon: When downloading a binary file using StringLoading, the VRChat client freezes for about 1 second immediately after the download (just before OnStringLoadSuccess is called). The size of the binary file at this time is 44MB. The freeze time is proportional to the file size. Comparison: Unlike the binary file, the freeze does not occur when a text file is downloaded. The size of the text file is 59 MB. Terminology explained here: Binary file: A file whose characters cannot be decoded as UTF8. Text file: A file whose characters can be decoded as UTF8. Test worlds: You can test the failure in the following worlds. The worlds have two buttons to download binary files and text files, and an image of the U# code (also attached this post). (The left button does not cause the freeze. The right button does.) https://vrchat.com/home/world/wrld_491e05ae-11f3-4173-b2bd-ba00f3e9ed47 Backgrounds: The gimmick I create often handle about 50MB of data. The gimmick downloads the data as text files currently. Binary data is processed by converting it to Base64 strings. However, if the binary data could be handled as is, it would be very useful because it would reduce the amount of space and remove Base64 processing. Therefore, I tried downloading the binary file and changing it to read in ResultBytes, but this caused a freeze. This freeze is not acceptable for world users, and until it is fixed, I cannot handle binary data processing directly. Suggested fix: My guess is that the problem is occurring because stringify the binary file is running just before OnStringLoadSuccess is called. Therefore, I propose two ways to solve this problem. Do not stringify the binary data (Encoding.UTF8.GetString()) until calling result.Result. In other words, if only result.ResultBytes is called, the stringify is not performed. Do the stringing process in a new thread, not in the main thread of VRChat.
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[1446] (Documentation issue) Mirror resolution at the cursor center is reduced when application window is extra wide
1) Go to world with a mirror 2) Gaze into your soul 3) Resize the application window to be 3x width (arbitrary amount, but I have 3 monitors) 4) Gaze into your soul, now with less pixels! 5) Turn your head so you see your mirror reflection on the far edge of the app window while it's stretched across the monitors. 6) Gaze into your soul once again, now with MORE pixels! I tried with different FOVs and both normal and high FOV exhibited the loss of mirror quality in the center of the app window in the extra-wide layout. This happens regardless of the Mirror Resolution specified on the component. Setting it to x1024 makes the differences more apparent than auto resolution. Attached pics for proof (shown with x1024 res). Blurry is the app stretched across my three monitors, the other is full-screen on one monitor, stretched one captured on my left monitor while looking right in-game. I would assume this might also affect users who are using an single extra-wide (probably curved) monitor as well. I don't have one so I cannot explicitly confirm that. I'd be curious if this would affect the rare extra-tall monitor setups as well... UPDATE (since it still lets me edit the post wew): I have been reminded of the mirror resolution graphics quality setting, and reminded that the default option FULL is not the same as the UNLIMITED option. Switching to Unlimited in the Graphics Settings solves the issue. I believe this is more of an education/documentation issue than a technical one. https://creators.vrchat.com/worlds/components/vrc_mirrorreflection/ this page is the only meaningful information I could find about specific mirror settings. TL;DR please update the user graphics settings documentation, and include awareness about screen resolutions larger than 2048px having quality loss and that switching to Unlimited can fix the quality (at the cost of performance of course).
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