Network IK lagging and falling behind
complete
Lolcrab
With the recent update, eventually when a room gets too full (say 30+ people) other players movements start falling behind what they are actually doing in real time as they continually stutter. The delay behind their real time movements gradually builds up. This is very noticeable when other people appear to be frozen for a second or two, make only small incremental movements after every pause, and start talking to people in the room who aren't even remotely close to them. I can only guess that this is because the server can't keep up with all the ik calculations.
Log In
~Megu~
still laggingg
Tupper - VRChat Head of Community
complete
With our latest update, VRChat 2020.1.1, our networked IK system has been overhauled and improved in essentially all ways. It is much faster, more precise, more accurate, uses less data, and replicates your movements with much higher fidelity.
We'll always work on improving it, but we're considering this particular item complete.
PingerSurprise
Tupper - VRChat Head of Community: Thank you again! It took a while but we're happy the IK is back to the quality we expect. It's not perfect at the time of writing for sure, but it's a huge improvement from what we had for almost a year.
GotoFinal
Tupper - VRChat Head of Community: well, last updates also caused new issues like that: https://twitter.com/ThatGotoFinal/status/1247074277809180673
Tupper - VRChat Head of Community
GotoFinal: That'd be a separate, new bug! You should create a new Feedback post for it.
S
Stormchaserguy
Tupper - VRChat Head of Community: Thank you. I had doubts but the new IK is simply amazing.
D
Ding
GotoFinal: found any fix for this, I have the same problem and the game has become unplayable
rotus Thexmaster
This should be Number 1 Priority , I feel there was a lot of money and pressure from Oculus for making vrchat work on quest which is a inferior system and limited in hardware
S
Stormchaserguy
Fix this already! We've heard the promise that it will get better. We doubted it and we were right. It hasn't been fixed and worse, it's been dropped from discussion it seems. Bring back the old IK or fix the new one already!
ExDe707
Guys! Guys! John Carmack, the man himself who wrote the book on networked multiplayer is interested in helping out https://twitter.com/ID_AA_Carmack/status/1158480907872792576?s=09
You definitely don't want to pass on this opportunity.
Nichevo
In my opinion, fixing networked IK should be the absolute priority now. Other stuff/new features can wait for now (although all the work is appreciated of course). Pens/markers often being unusable can entirely ruin the game for mutes/deaf people and those trying to communicate with them. The random freezing (as described in this report) is still ongoing and in my experience can happen even with as few as 10 people. Trying to interact with people with these delays can feel really "off" and frustrating. Same for dancers, or gamers, or... almost anyone.
This rarely occured with the old IK system, even during the population explosion early last year. I'm assuming networked IK was brought in for Quest users. If there is no way to fix it, perhaps Quest users can use networked IK and PC users can use the old one. It'd mean having to get rid of cross-platform worlds, but it would probably be the best thing for most people.
ExDe707
Nichevo: This. There's other concerning things like crashers and DDoSers but these we can deal with ourselves with the self-moderation featues we were given. I'd rather the team focuses on the IK system over security since IK is what brings the avatars of others to life. It's what makes everyone interactable. The whole purpose of IK is to convince the third party that they are not talking to a interpolated, stuttering, infrequently updating puppet and right now this system is not doing it's job.
K
Kinami
ExDe707: Have you seen the Networked IK in the open beta :)
Its even worse now, such a great game.
Cant wait for the beta to hit live, so we all can enjoy even less responsive IK!
ExDe707
Kinami: Oh no :(
owlboy
I did some of my first "full-body" dancing last night, and I'm regretting I didn't do it earlier.
It was hard to not think about how all the motions I was doing were just being smoothed into hints at what I was doing. I could see the smoothing very clearly on my dancing partner.
I still had a lot of fun dancing and moving around on my end, but it's Social VR. Not a session of Dance Central.
I hope a compromise can be brought forward to get us back to the fidelity VRChat once had.
It's also very sad we never got to see Index Controllers in their fully responsive glory either.
Raccoonteur
This just makes me sad. Look at how fluid the movement of all these shibas was before Networked IK. The feeling of real people being behind the avatars, the feeling of presence, was so much more powerful:
Tupper - VRChat Head of Community
Merged in a post:
Fix IK
a
adam99610
After a certain amount of people join a world fps starts to drop and people in the room desync and causes a lot of lag and disconnection voice sync avatar lags behind big issue occurs when there are more than 15 people in one world for example the great pug, its not dependent on the specs of your computer shouldn't do anyway, back in early 2018 there wasn't as bad of these issues but you have made it worse with each update
ExDe707
Build 801, patch notes mentioned ongoing improvements for Networked IK. No such thing here, this was recorded last night https://i.gyazo.com/ec7148275ce0450985efa5426b5e1092.mp4
Just... How will they ever make Networked IK look as smooth as local IK? I'm really sad as it has taken a ton of immersion away. I remember when I was accurately able to read my friend's gestures and hand motions. Those days are long gone.
ElfMom
ExDe707: the last time they tried networked IK, right before Christmas, it worked fairy well. There were some latency issues, but overall, it mostly worked.
problem is it was way too expensive, and would basically, iirc, go between the server first before sending. And i suspect the data being sent was much larger than it is now.
So that nearly nuked their shit, so they reverted it. so what they instead did was make it ENTIRELY peer to peer, and lower the data being sent. As a consequence, it is extremely unfaithful to precise movements, and they introduced a gamebreaking time bomb of a bug that destroys the ik over time, like a memory leak.
Also let me ask you, how long were you in that world last night? because the problem is many of these IK issues do not manifest unless you've been in an instance for an hour+ And i have no idea of amount of people matters, though i assume it does.
also, "ongoing improvements" doesnt mean anything, unless it specifically says "we fixed that one bug"
im pretty sure most of the patchnotes since it's reintroduction have said this, and yet it's literally no better.
ExDe707
ElfMom: I've been in that world for only a few minutes during that clip. Guys and gals in there were probably a tad bit longer but not by much, we were 4 in total I think
owlboy
ElfMom: "Patch notes: Bug fixes and improvements."
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