Toggle Dynamic Bones Option
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I joke about wishing dynamic bones were removed from the whitelist, but given how performance-intensive the script actually is, it would be nice to have a method of disabling or limiting them that's clean and simple to use for the end user. I, personally, don't care to see someone's lazy 50-bone-chain dynamic bone hair, 30-bone-chain dynamic bone skirt, and 500-bone-chain dynamic bone breasts(for the most realistic jiggling action, of course) if it means killing my performance.
It'd be great to have a system menu option if possible, but even just something like the particle limiter introduced back in June would be nice to have. I have no idea if anything like this is in the works or how doable it would be without messing with any other systems currently in place.
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Tupper - VRChat Head of Community
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This was implemented in 2019.1.4
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Tupper - VRChat Head of Community: I would like to thank the Academy.
Yuumi
Great news to hear, I personally will have them limited at around 150~. But as for default values would just make sense to have 50 (public avatar upper limit) as to 32.
Tupper - VRChat Head of Community
This is slated to be implemented in the next VRChat release, 2019.1.4.
Event Horizon~
The limits currently mentioned in the wiki are way too harsh. 8 Collider checks and 32 dynamic bone transforms? That might work for 1-3 Bones at best.
I personally consider below 150 optimized, 150-300 medium, 300+ poor. A minimal System that can handle VR should be able to deal with 150 transform without issues.
At least make it possible to enter the limits directly via menu without configuring an extra file and allow them for friends.
This is what makes avatars feel alive. I really enjoy some dynamics on them and this patch is totally gonna destroy it without a doubt. Reconsider the defaults to something more reasonable.
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Event Horizon~: if you need more than 32 dynamic bones, you're using the component incorrectly. I recommend checking the Dynamic Bones™ documentation, included in your purchase of Dynamic Bones™ on the Unity™ Asset Store™.
Event Horizon~
bote: People who get very high numbers from 300 up to 3k+ are using them obviously wrong. I'm aware how to limit the usage to a minimum. I usually get mine below 50. 32 Is a bare minimum to make it look remotely ok. It's not gonna work out for a good looking avatar. weight painting doesnt help there. A bare minimum should not be the default. A medium perfomance value should be because that is more accurate to the average hardware used.
Just as @Yuumi I'm fine to limit them down to 150. Maybe further. It seems like an acceptable value to me given that I can handle 8k in a room without much issues. Also considering people with less powerful hardware.
This is just gonna be my opinion against yours. I'm entitled to have mine regarding this. If you don't agree thats fine. But I let you know that I'm not new to this dynamic bone stuff.
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Event Horizon~: Dynamic bones isn't meant for that many bones, period. It's meant for very short bone chains. If you do your bone setups correctly, you really do not need more than 32 bones. 32 is generous, when considering the performance cost, especially when people are using colliders with them.
Event Horizon~
bote: I strongly disagree. Period.
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Event Horizon~: That's a shame, because the documentation included with your purchase of Dynamic Bones would also disagree with you.
Event Horizon~
bote: Either I'm unable to find the documentation you mention or your making things up.
See I actually paid for a licence. The actual package has a small readme that explains the details of the component. That's about it. There's absolutely nothing mentioned regarding this.
HostileLogOut
i hope you realize that dynamic bones is what makes avatars feel alive? without them u will only see a static and ugly avatar when a person moves. which is not ideal. also Dynamic bones wont crash anyone. its the burst of particles and data that is send to each client. do not limit or remove or add a option to hide dynamic bones. it's mostly players own fault for having a system that isn't even rated to run Vr. in the first place. remember VR doubles the strain on your system
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HostileLogOut: Dynamic bones is currently the most performance-heavy aspect in the game, and it's not even being processed double for each eye(god, imagine). Learn how to weightpaint properly and you won't even need dynamic bones. :^)
HostileLogOut
bote: Dynamic bones are not that heavy imo. and i am not saying bones are double processed. but all graphical elements are rendered twice.. the things that takes up performence is the networking API atm. it's horrible. slow and unrealiable.. and fyi Photon networking is considered the worst in unity. and weightpaint wont solve crap. just look up how complex Models are for wow for example. or battlefield. they got millions of polygons and 1000s of collisions and bones and they have 0 problems
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HostileLogOut: Your opinion's wrong.
HostileLogOut
bote: no its the truth. i work daily with game development and i use unity everyday. i pretty much know everything about the engine. and its not a opinion its a fact. also a opinion cannot be wrong. it can only be different
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HostileLogOut: my dad owns microsoft
HostileLogOut
bote: no he doesn't. but i can see your a kid. by saying that.
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HostileLogOut: Do you mind listing all the games you've made that use dynamic bones with 100+ long bone chains?
HostileLogOut
bote: no cause i normally that much. mostly 2d cause thats the art i can create my self. and most avatars in Vrchat that is actually well made wont have more then 40 ish
Kalista Phoenix
bote: "won't even need dynamic bones" what about for long tails that will end up looking very stiff and whacking people in the head? You can't really do that with animations because the IKs will still swing the tail around in a stiff motion. Same can be said for certain hair styles or clothing too, they will end up looking out of place. Visually displeasing.
Kalista Phoenix
HostileLogOut: How about Warframe? Dynamic bones everywhere! On top of ragdoll physics
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Kalista Phoenix: So if you havin tail problems, I feel bad for you son.
You've got 99 dynbones, but I see none.
SHOKK
Still waiting on this, Performance Rank system merely tells people they're a problem, but doesn't help deter it. People just ignore the warnings.
This should of been bundled into the safety settings as people are creating Crashers with Dynamic Bones.
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Hey! I've been really looking forward to this feature since it got marked as "In Progress." Is it possible to have some insight as to when we can expect this?
Tayou
maybe include the "cloth" component aswell? I'm using that now for awhile on one of my avatars instead of dynamic bones, so I think the toogle/slider should be called "physics" or something like that. It should also include character and hinge joints. they kinda serve the same purpose of adding physics.
DaemoNPro
Just make switchable option in Safety menu like sounds switch.
Asdfguy86
We need this to happen, even if it only means a 5 FPS increase! Going from 40 to 50, 50 to 60, or even 24 to 30 could make the difference from unplayable to playable.
Catty Boxer
Asdfguy86: Well... You should turn off avatar Name Plates then. You will see a major difference with them not sending about 12 render requests per player. (they should only be sending one for the entire batch, but something is messed up there)
Asdfguy86
Catty Boxer: Seriously? Interesting...I'll definitely have to try that!
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