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Request for Video Player Maintenance and Improvements
The Video Player has accumulated quite a few small bugs and inconveniences over time. If technically possible, I would greatly appreciate it if these issues could be addressed. --- Black Flickering Issue with AVPro Player This problem started occurring shortly after the switch to Unity2022. The latest versions of iwaSync and YamaPlayer include their own workarounds, but older versions of iwaSync/YamaPlayer (when using AVPro) as well as players without custom fixes such as TopazChat Player still suffer from black flickering. --- Video Stuttering During RTSP Playback in Specific Conditions Especially in crowded instances on lower-spec PCs, When streaming RTSP at 60fps while VRChat is running at around 20fps, the video becomes noticeably choppy. Although switching the RTSP stream to 30fps currently avoids the issue, many users set OBS to 60fps because the TopazChat Player distribution page states that 60fps minimizes audio delay. --- Request to Move Video Player Processing to a Separate Thread Especially in crowded instances on lower-spec PCs, video playback often freezes for a moment due to various other processes. With RTSP streams, these interruptions cause playback delay to accumulate. The main causes include: Loading process when someone joins or when an avatar is changed Photo capture processing Display/hide toggling when culling is enabled Loading of stage effects on world VRChat's current CPU processing relies heavily on specific thread performance. On modern CPUs, specific thread often maxes out at 100% usage while the remaining threads (including E-cores and CCD1) stay underutilized. Separating the Video Player's processing into its own unrelated thread could potentially resolve these stuttering and lag issues. It may also allow better utilization of currently idle CPU cores.
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VRChat Unity Animator Lag
The number of animation layers heavily affects performance due to unnecessary inverse kinematic calculations. Even blank animation layers with zero weight in the FX layer can trigger this behavior. The offender is seen in the profiler as Animators.IKAndTwistBoneJob. It runs as many times as the currently loaded animation controller with the largest number of layers. Although the individual run time is small, they very quickly add up. Slower CPUs seem to be more adversely affected by this. The time taken by these extraneous calculations quickly grows larger than all normal animator activity. This behavior only happens on animators that have a unity avatar/armature. When that is removed, this behavior goes away and the number of layers ceases to be a significant cause of lag. Most FX layers do not have any interaction with the armature, so it is likely that this behavior can be fixed for almost all FX layers. However from debugging the unity editor in visual studio, it appears the this happens in a native unity function named Animator::UpdateAvatars. It is likely that in most if not all cases, these calculations are completely wasted on FX layers and provide no benefit at all while consuming significant amounts of main thread time. Somehow these calculations need to be only run for layers that require them. Additionally providing a way to get parameters in sub animators would allow logic to be moved out of the main animator completely sidestepping this problem. They would not have a unity avatar associated with them, so this problem would not occur. It would also allow completely disabling animators when not in use. Please attempt to find a way to prevent this behavior or consider convincing your Unity contacts to implement a fix. This seems to be one of the largest contributors to animator lag. I have a full write-up with more profiler images and further explanations. https://docs.google.com/document/d/1SpG7O30O0Cb5tQCEgRro8BixO0lRkrlV2o9Cbq-rzJU
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