World size limit increase (PC Mainly) for larger/CE creators
Scena
As VRChat continues to grow, along with its development tools, there is increasing ambition to create larger and more complex worlds.
However, the current 1.2GB world size limit can, in some cases, become the primary constraint once all aspects of a world are accounted for. With that in mind, some of us would like to propose increasing this limit for verified/CE creators within the VRChat community. This change would make it easier for verified creators, and those using the Creator Economy, to build more detailed and ambitious worlds, (particularly game-focused ones.)
This size increase would hopefully not be too much but would be asking for the change from 1.2GB to 1.5GB~2.0GB allowing for more wiggle room for more content in a world.
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Kitto Dev
I find downloading large worlds very inconvenient and annoying. And on slower internet connections would be a nightmare. Every time you cache a new world requires downloading the world, which uses up network data. With larger worlds, it could use up network usage quite quickly.
On my older PC, I didn't have a lot of storage, so my hard drive filled very quickly. At that point, I'd rather download a whole game than have 6 1.2GB worlds cached and taking up my whole hard drive. I had to offload some of the games I played to an SD card just to play VRChat.
You shouldn't need more than 1.2GB to make a decent world. The largest world I have made is only half of the limit (for PC).
If you really need more space for your worlds that badly, you should consider optimizing and compressing some assets in your world.
Unity lets you apply compression to Audio, Textures, and Meshes that could help reduce file sizes in your projects. You typically find these values in the Import Settings. You can even disable Blendshape Normals, which could help reduce the size if it's a high-poly model, if not important for shading.
Consider also optimizing your Lightmaps; in my experience, the default parameters make the Lightmap sizes rather large. I had problems getting my first maps on Quest because of that.
hdorriker
The ambition is there, yes. But the development tools are definitely not, and the discoverability situation is currently unfavorable.
Ambitious and large worlds have become rare because they are almost always "High Effort/Low Return" passion projects, and even though these projects are rarely made just for creating quantitative traffic, that visibility (or lack thereof) is a factor in developers being willing to expand a particular project into something further.
BenjiThatFoxGuy
limiting this to CE creators feels like a very unnecessary divide.
hdorriker
BenjiThatFoxGuy also kinda ironic given that CE is currently focussed on casual players (non-subscribers) that rarely go anywhere larger than 150 MB, while large worlds are generally oriented more towards high-commitment players (subscribers).
Docteh
Just a thought before I go to sleep, but portals should indicate for chunky worlds especially if it's bigger than a gig.