CPU Usage Conversation For Devs
PixelatedLTD
According to a lot of users, there is a huge amount of people complaining about CPU usage. This is also called in the programming world, "CPU OverHead" And right now they are doing a fantastic job coding and hopefully instead of continuing on coding, they can modify what they already have, in order to solve al these issues, if they apply :)
However, based on other sources, there is some Unity Mitigation Techniques that you could implement.
QualitySettings.vSyncCount = 0;
Application.targetFrameRate = (insert default fr);
This could cause a terrible drop in framerate giving lots of users who run highly built computers to be at a loss indefinitely.
Here you can find some tips from a 2017 article on unity3d about high overhead for huge GPU/CPU games.
If you wanted to be technical, this is a great resource for the devs even though they OBVIOUSLY kno what they are doing already, but as an indie game, some things can EASILY be overlooked since VR is so new and interesting.
And here:
As well as you could look into this little article for a few tidbits.
Maybe after about a week of tinkering you could reduce CPU usage by %30 of its current issues? Not too sure but yall are going high and above!
Adittional note: If you were to implement a "default settings based on GPU/CPU combination" and let the user screw it up for themselves, that would be great too!
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Desunyan
Main issue with performance is not how vrchat is built but unoptimized users avatars and worlds.
Waai!
Desunyan: The highest CPU overheads in VRChat are IK, voice, and Photon networking. All of these are outside of the control of users.
H
Hugo Zink
Desunyan: as Waai already said, it's dishonest to blame the game's lack of optimization on the avatars and worlds. Even with a perfectly optimized humanoid avatar, 30 people in one instance will lag a lot.
PixelatedLTD
Desunyan: Most optmizarion of code execution could in fact be a reason why it will perform better on the CPU
SiBe_RiA
As the number of advanced avatars increases, so does the CPU burden. Optimizing performance is urgent.
Cascadian
SiBe_RiA: That is exactly why they have just recently enforced fairly strict optimization standard on all public avatars on public worlds.
10 materials or less
No more then 2 meshes
No more then 2 dynCols
50 dynBones max
Etc...
However, since a lot of people use their own and they don’t restrict private at all it seems, this only solves half of the problem.
SiBe_RiA
Cascadian: I think the main reason is not public avatars but individual avatars. Especially, I think they should limit materials and dynamicBones of individual avatars. Is there anything else that the Dev team can optimize besides the limits of avatars?
Cascadian
SiBe_RiA: I agree that non-public should also have the same restrictions upon them. As for if they can do anything else, that is partially what they are doing with upgrading to Unity 2017 I believe - or at least a first major step for them.