Max Avatar VRAM size
interested
Jewordi
Add a performance metric like the one shown below in the screenshot but instead allow us decide how high an avatars VRAM usage can be before its hidden. I feel this is the best way to implement this because not everyone is limited on VRAM.
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mBlade
I would love to have this metric setting!
✩Frisk✩
Should include Draw Culls with that.....you can have avatars with 40-60MB but with like 10 to 30 active skin mesh or mesh and draw calls are the killers...for the most parts
madcaker
Really need this to be a thing. I'm over here struggling with 6gb of VRAM and no good option to upgrade.
Mochа
Make it so avatars can't be uploaded if a avatar has crunch compression enabled too.
CorneliusCorn
Mochа This would only harm creators who are trying to also optimize the download size of their avatar. Which is particularly a problem for users who may be bandwidth limited.
Crunch compression may hide high VRAM usage on the surface but it has its purpose.
✩Frisk✩
The method would though cut you out of most contents as VRChat is static with their rating and not dynamically checking if the avatar your viewing is actually emitting out that current vram value. For quest users in the other hand would be useless as most are trying to view them all like a PC user can.
But the option to have that would work wonders
HostileLogOut
This would be extreamly good to have. most people uses a gpu that only have 8gb. and in general your often at 2-3gb just by being in vr. so your actual vram left is just roughly 5 gb. ontop of that it's super easy to implement a feature like this
MyroP
How about automatically determining that setting based on the VRAM capacity of the GC, and maybe also based on the max instance capacity?
Mostly because I feel like that's the kind of setting we don't need to change so often, it also wouldn't clutter the setting menu with more settings and make it more user friendly.
Lastly, VRAM usage is already included in the performance rating of an avatar.
DarkSwordsman
MyroP This should be a setting that users can tune to their usage and experience, especially since it will be blocking avatars outright.
Also, yes, Texture Memory is included currently, but: 1. It doesn't include Mesh Memory, and 2. It requires flat out blocking all very poor avatars, which isn't realistic if you want to engage in a lot of spaces.
kawashirov
MyroP I believe both approaches can coexist.
Tony Benson
This is for pc only then
moonorama
Perhaps unrelated, but maybe another aspect of this could be a texture “downscaler” of sorts? Basically, you set your max texture size in game, let’s say 2k. Then in game, if there is an avatar with 4k textures, they could get downscaled/reduced to a smaller size, like 2k? I sense that would be pretty difficult to do, but just an idea I had.
buzer ~
moonorama: Yeah they don't even need to downscale anything, they can just discard the top level mip map (or few).
DarkSwordsman
moonorama: This is technically called "mipmap streaming" or "texture streaming", though it's not exactly what you want. But I do agree! There is a feature request open for it.
It would be great if we can limit it client side and not load it into VRAM. I really like it.
Cherry․Gum
moonorama Isn't this a basic functionality of Unity? Usually, you can control the texture resolution (Full, Half, Quarter) with a simple script in your game and this can also be changed in run-time
Docteh
I have a proposal for the community, if VRChat doesn't want to just refer to this as VRAM, we should:
1) track down Tupper and see how much VRAM his avatar uses
2) Only discuss VRAM usage in multiples of that.
"If you can't make your avatar fit within 3 tuppers, I don't want to see it"
Tupper - VRChat Head of Community
Docteh: 30 megs for my Runa, 25 for my "stream" avatar IIRC.
owlboy
Tupper - VRChat Head of Community "3 Tuppers of memory ought to be enough for anybody."
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