Removing the 20k limit or make it like 50k
complete
Vanilla
As i seen people argue that 20k is not a lot and i can agree because my avatar looks like Garbage when i taken it from 64k polygons to 20k somehow. It doesn't look great and screws up the rigging and bones then creates a hassle just to get a conversion. No what its just too much work just to make ONE avatar i really spent 17 days just to make the SDK ACCEPT THE AVATAR. JUST FOR ONE AVATAR. Now i know the pain of people when i said just give me 1 day when i meant 17 days. now before you say: It will hurt your fps. Look fps is about material. i only used about 10 materials (Eyes, Eyes2, Skin, Skin2 Arms, Hair, Pants, Shirt) THAT ALL but i couldn't use the other 3 like backpack, Glasses and others its not required but it not fun seeing them on me. Now i use a gt720 before then i had 0 problems. now i upgraded to the
recommend specs that VR wanted(GTX 1060)
Most people will need the recommended spec on steam anyways just to get at least VR Working its very pointless of having this 20K polygons limit. Now I wouldn't mind a upgrade to 40 or 50K polygons so i can actually keep the character form and not some half chop 144p character.Thank you for reading my pain because its stupid to have a limit for a high end game and PC.
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Aev
complete
The polycount limit has been changed to 70k as of VRChat 2018.4.4.
Pokerface Cactus
from what i understand the poly limit is mostly there to prevent people who don't know what they're doing from uploading massive avatars/keep lag down.. but so many people made it known how to modify the api that it kinda lost it's purpose..
Kalista Phoenix
Pokerface Cactus: To me, having that soft limit gives a headsup, and does limit alot of people who are still new from uploading something massive, but there are other factors that do hinder people, at least while in large groups.
I've had very few people complain about my avatar, which is 11k, but has several dynamic bones, and yet Dynamic bones are supposibly the biggest contributor to lag. Now... in crowded areas, I could see that as an issue, but in a low pop setting, low impact world, it's not a problem.
Pokerface Cactus
Kalista Phoenix: according to what i've seen in reports related to the the halloween avatar entries between 30 to 90 dynamic bones is still acceptable according to the devs iirc, so as much as they are the biggest contributer. it's not like it's super bad from the get go if you have a few hair bones etc.
Kalista Phoenix
Pokerface Cactus: but it's also said having colliders also increase load on CPU 10 fold
MrDummy_NL
Higher than 20K will kill VRChat fun.
Not all people has powerful PC or fatty light-speed internet connection.
We need also think about other players with less money BUT want play VRChat.
You know full room will drop FPS and even VR head users get sick because videocard fps drops below 90 or even 60 fps... that is not what we want.
Even some stupid colorful action emoties/animations exploded around the avatar and suddenly i got 5-10 FPS. That is just annoying!
We must keep VRChat playable and fun for many, more almost all players. Or we might kill VRChat thanks to stupid high-poly avatars. We don't want kill the great program and communtiy.
Kalista Phoenix
MrDummy_NL: If they can't handle VRchat now, then it wouldn't matter. the polycount is not a huge issue, if your computer is over 10 years old, then VRchat wouldn't be a software you'd be able to run regardless.
The issue is VRchat runs on a single core processor, and it's things other than polycount that are the issue. Polycount is GPU, not CPU
Tero
High Fidelity does not have a poly limit and it works fine for them. (My GPU kept complaining though)
H
Hank Alighieri
The poly limit is a bit laughable considering there's NO limit on materials and meshes.
Hell, I've had avatars that HAVE to use a double-sided shader, becasue they didn't have the polygon wiggle room to have double faces on the hair. Literally being LESS optimized, because of the poly limit.
Laser
it would be great if this could be a more sided story.. like a draw call analyzer.. if you stay within a certain low value of draw calls that you get rewarded with a higher poly limit. VRchat is cpu heavy and not so much gpu heavy so it would be nice to stimulate to put more load on a gpu then a cpu
AAMBIENTT
The reason the poly count is so low is because it can effect performance
IF
there are so many users in a world. I think a better idea would be to remove the limit, and then client side have a slider that sets their preference on Max polys per avatar. So say I enter a room where there are avatars between 10k-80kMost of them are below 50k polys except for a few. It's causing frame dips. So then what you could do is set your system to only render avatars up to 50k. Once you do that, avatars over your limit will just be disabled and replaced with the blocked avatar model.
Hagbard Celine
AAMBIENTT: Next update lets you block at least individual avatars...
AAMBIENTT
Hagbard Celine: yes, I am aware. That was my feature request that I really recommend to the nods
T
Teal_x64
What makes the framerate drops isn't the number of polygons, which modern GPUs can handle without problem except at extremely high polygons count. Modern GPUs can handle billions of triangles per second.
What is potentially causing framedrops in VRChat, is the unrestricted number of textures, materials and scripts added by some people on their avatars. Some people don't optimize their avatar before uploading, so they end up with a model that has 25 different textures, 25 different materials and 18 dynamic bones for example. That kind of unoptimized content will reduce framerate substantially.
An increase in polygons limit from 20k to 40 or 50k would provide more room for better quality avatars, less need for decimation and wouldn't hurt the framerate if it would be combined with a new limit on the number of textures, materials and scripts per avatar.
Hagbard Celine
Teal_x64: If people make avatars from scatch there is no need to reduce the limitin VRC. You can create a normal map from hi-poly models and apply these to a low poly version. Looks the same since VR is not 4K at least ot yet I couldnt tell the difference. The problem are MMDs and other ripped stuff thats already hi poly. Optimizing these is often harder than building a new one.
ACiiL
the exact unity engine poly before it splits mesh objects is 65534, which is a 2^n value related to the index limit of the data. I am surprised no one here mentioned that as the native limit before getting into mesh object splitting to go around it.
regardless, it should always be a quest to remove redundant patches of polygons that contribute nothing to the smoothness or detail, or flex points of the model with the common blender tools like "delete: limited dissolve". Vrchat is still a game engine that requires users to optimize their work for the benefit of others in the room.
Sam Black
The team at VRChat is not only small but is also limited by the Unity engine. It's not as simple as you're making it out to be in your post.
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