Locomotion Animation Discrepancy Between Local and Remote Users in VRChat
tracked
Jarnefeldt
An artist named TuxedoPato (Martin, https://x.com/TuxedoPato) is currently developing a custom locomotion animation set for VRChat. During testing, we encountered a significant issue: the animation behaves differently on the local machine compared to how it appears to remote users. Specifically, the remote version appears unnaturally smoothed, losing much of its intended nuance.
We conducted several tests to isolate the problem. Below are key findings and comparisons:
- Animation complexity directly affects the severity of the issue. Simpler animations show minimal discrepancy, while more intricate ones suffer noticeable degradation.
- We tested three locomotion sets:
- Studio Moca’s Standard Motion for Women (https://moca-studio.booth.pm/items/5064825): Minimal quality loss, likely due to its relatively simple movement.
- VRSuya’s Wriggling Locomotion (https://vrsuya.booth.pm/items/4995578): Exhibited moderate degradation, especially in its exaggerated, erratic motions. I also discussed this with the creator, Levin, who confirmed similar concerns.
- TuxedoPato’s Custom Animation: Experienced the most severe quality drop. It features numerous subtle movements and a complete overhaul of the locomotion system, making the smoothing effect particularly disruptive.
Additionally, we observed that animation fidelity is significantly better in VR mode compared to Desktop mode, where the degradation is much more pronounced.
This leads us to suspect that the issue may be tied to VRChat’s polling rate, server tick rate, or network layer behaviour. It appears that locomotion animations are being transmitted over the network rather than executed locally on each client. Despite extensive testing, we were unable to bypass this network behaviour. Several community members echoed our findings, noting that animation data seems to be filtered or compressed during transmission—despite the fact that such data arguably shouldn’t require network mediation at all.
At this point, we’ve reached our limit. We’re hoping for insight into whether this behaviour is intentional, a side effect of network optimization, or a bug in how locomotion animations are handled across clients.
For testing purposes please check the following avatars that have the locomotion created and setup for your convenience.
Full version Locomotion test (walk, run, crouch, crouch run, prone, idle jump, crouch jump, prone jump).
Stripped down version (walk, run, idle jump).
Stripped down version of the locomotion system is downloadable from the link below. This file is stripped down and simplified heavily to narrow down the scope and reduce errors from other factors.
Video example between local and remote users.
Log In
Franada
It's just the rate in desktop that is maybe cut in half for performance since desktop don't need full body IK presision I guess. Always been like that. The reason I give up on having more intricate movement.
You can always set all the body as animate so it's actually raw animation on both side.
Jarnefeldt
Franada
Thanks for the message Franada. So we tried your solution and it does indeed improve the problem significantly but the issue is still slightly prevalent and comes with some other caveats.
From what we tested, the main issue of the animation being significantly smoothed is removed. Minus some minor syncing issues and a slight slowness to the animation start up and end animations.
Jump animations saw an improvement but still not great.
We're still conducting more tests and there may have been some details I've forgotten since we did the tests a little bit rushed late into the night. Tracking the head is no longer possible and i believe it's not possible to use this solution for 3 point tracking solutions.
We're still messing around with it and once I get more details I can update you on the subject.
Jarnefeldt
Franada
A quick update, it seems that its not a perfect solution and all tracking has to be disabled or enabling one enables it all. Not perfect...
Not sure what VRChat's solution for this would be or what kind of compromise could be worked out.
Franada
Jarnefeldt Higher rate for desktop/ phone. Right now it's nerfed.
But it will still be smoothed regardless for optimisation.
They don't really work on a new avatar controller of what I know so that the only solution that I see.
StormRel
tracked
Jarnefeldt
I created a post on Twitter for Japanese audiences in case people would like to broaden the discussion.
議論を広げたい方がいるかもしれないと思い、日本の皆さん向けにTwitterに投稿を作成しました。