Automatic LOD for Avatars
closed
J
Justin Ethington
Have it where making an avatar will generate LODs for the model (changes a model to have less detailed geometry at varying distances). Have it enforced to users when the model is over a specific minimum poly count. Perhaps cause the jaw to enact speech at higher LODs.
Reason: to retain fps with large groups of people in large areas.
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Tupper - VRChat Head of Community
closed
Closing due to age, please make a new post if it is still relevant.
Kush Meyer
Have a setting that replaces peoples avatars with another avatar of your choosing (from default/your own uploads only) at different distances. For example, at 20meters away peoples avatars turn into your own uploaded avatar "Optimized Tom" and at 40meters away they turn into XBot.
It would allow for people to keep their game looking pretty while still having control over their framerates from distant avatars.
Sebastian John
this would be an amazing thing. i was stupid enough to rant this out on the feature request instead of looking here (i did not know about canny :P my bad) but there i herd there were concerns of abuse of this mechanic. but i sent there a way to check if the second model in the lod chain have lower polygons than the first one?(i am not that advanced in scripting so idk if its possible or not)
Hagbard Celine
So it wouldn't hurt to learn this? https://www.youtube.com/watch?v=T2QstH7GQxU
John H
Hagbard Celine: Worth learning anyway if you're developing anything for vrchat or anything else that uses unity.
Shanie
Gotta be careful with "generating" stuff with complicated maps.
Maybe it should shift it down into a 2D sprite from far away instead.
J
Justin Ethington
Shanie: I suggest LODS be generated for Avatars only...and only as they are uploaded.
Shanie
Justin Ethington: Right but how? Have you run a LOD generator on some of these (quite complicated) avatars? A lot of these avatars are going to collapse into a polygon dystopia. Though I agree that polygon reduction for people over 5 meters away only makes sense.
J
Justin Ethington
Shanie: It was a suggestion for extreme distances mainly.
Shanie
Justin Ethington: Got it. You're right, some locations are very large. When they're only 10 or 15 pixels high, reducing the avatar to a smear of color doesn't really matter. Good idea.
John H
Shanie: A way to do it could be like this:
Currently there's 2 poly limits. The soft limit at 10k and the hard limit at 20k. It could work by adding a LOD requirement for avatars over say… 12k. So for anything over that, users would then have to implement the LOD meshes themselves, however they want to do that. Simple decimation, edge loop removal, whatever.
Along with that there could also be a 'autogenerate LOD meshes' with a warning that there is no certainty of quality.
hackspanner
John H: This combination method is probably the best approach. Have a few Slots with lower and lower a avatar "bandwidth" not just polys but all aspects that would reduce performance. Users could provide their custom versions for the slots or they will be auto-generated (with probably less quality than hand-tuned)