Avatar Bugs & Feature Requests

Post about current Avatar bugs and Avatar Feature Requests. One item per post!
Non-constructive and off-topic posts will be moved or deleted.
[FEEDBACK] Improvements in synced custom parameter storage
Currently synced custom paremeters consume either 1 or 8 bits out of the 128 bit total available for each avatar. If I store my selectors as Ints, I feel like I have enough ideas per avatar to easily exceed this limit. But some selectors don't necessarily require 8 bits of storage. For example, if I have 8 facial expressions, I could encode that information in only 3 bits. That means my Int parameter is wasting 5 bits, which could easily contain another selector or maybe a bunch of toggles. If I have at least 2 low count selectors in my avatar, I can kind of do this by having a single "Command" or "Macro" Int parameter for the menu to set, where each position represents an unrelated command, then encode everything else using Bools and drive the Bools with parameter drivers. But that's an unnecessarily cumbersome method and also breaks my ability to use Toggle controls in the menu (or, in other words, to display state). The easiest solution for this problem would be for the SDK to provide shorter integers as synced parameter types for storage. At least 2 and 4 bit integers, although due to the size of radial menus I feel like 3 bits would be extremely useful too. In the playable layers, all of these would be translated into regular "ints", but truncated if their value exceeds their capacity when being synced or stored. The idea in https://feedback.vrchat.com/avatar-30/p/feedback-control-the-not-sync-parameters-from-expressions-menu also mitigates this problem (though it's worse), since it would allow local variables in the menus to display state and integrate features in a more human-friendly manner. It would still require encoding into Bool parameters to be performed with parameter drivers, though. Another great way to solve insufficient storage woes would be to give VRC+ users the ability to store 256 bits per avatar (as the uploader). Seems like the sort of thing people would actually pay for.
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Feature Requests
Add precise, reproducible avatar scaling (numeric input + presets + API access)
Recent changes have removed the ability to use custom or animator-driven scaling methods that many users relied on. These methods were not just workarounds—they provided functionality that the current in-game scaler does not support. The current scaling system has several limitations: No numeric input for exact values Poor precision when using sliders No way to reproduce a specific scale consistently No ability to save or reuse scale presets Previously, users could create consistent, repeatable scale presets. This is no longer possible. Existing alternatives have significant downsides: Manual scaling is limited, imprecise and cannot be reliably reproduced Duplicating avatars for different sizes: clutters the avatar list (9 outfits times 5 scale presets = 45 avatars) wastes storage (9 avatars times 3 platforms times 5 scale presets = 135 avatars) Reduce cache efficiency, leading to more frequent re-downloads, longer load times, and increased bandwidth usage Additionally, there is currently no way to control avatar scaling externally or programmatically. This prevents integration with external tools and advanced setups. Request: It is time to stop relying on the community to use workarounds to provide the scaling options you should provide. Preferably this should be done before breaking the current external scalers. Please add official support for: Direct numeric input for avatar scale Saveable and reusable scale presets per avatar Fine adjustment controls (e.g., small increment buttons) An OSC input channel for avatar scale control An SDK-accessible method for setting and reading avatar scale Measurement modes (eye height, top of head including kemomimi, top of head excluding kemomimi, direct scale input) This would replace the lost functionality in a supported way and significantly improve usability for both casual users and avatar creators.
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Feature Requests
1695 - Avatar Performance Calculated Severely Incorrectly.
First of all, I know a major point of this update was Avatar Performance recalculation- but I can confirm it's very incorrect. I've handcounted Material Slots and tried reuploads of exact avatars and been met with exact data size yet completely different calculations of VRAM, Avatar Bounds, and most abundantly, Material Slots. It seems like every avatar I've uploaded has suddenly gained +1 Material Slot, despite both handcounting and VRChat's SDK's calculations. Examples: A Pokemon-Esque commission I did has a reported 32 Material Slots, ~118 mb VRAM, and no animated bounds at less than 2m per side (is smol.) These would Parallel the SDK within VRChat, and give perfectly symmetical in-game data. On Build 1695 a version of the avatar uploaded in March 2025 reports 18 Material Slots, 129.98 mb VRAM. The bounds are insane at 2860.40 per side. I double-checked, no avatar bounds are animated. However, a version of the exact same avatar (with no modifications) uploaded today, August 29th 2025 12am EST reports 33 Material Slots, 129.98 mb VRAM, and ludicrous asymmetrical bounds at 4798.35, 798.61, 1002.50. Once again, nothing abnormal within the avatar and nothing reported in within the SDK. And once again, absolutely nothing avatar-bounds related is animated- in fact, ERASING the FX and Action layered Animator Controllers does not change the Avatar Report at all. All enabled objects are found within range of the object. And no other animator controllers are present within the avatar's hierarchy. VRAM, Material Slots, and Bounds are all found to be calculated incorrectly. This issue is present on 20+ and counting separate uploads of avatars. Some have skyrocketing VRAM peaking 300+ MB post-update despite Windows platform overrided DXT1 and DXT5 Crunch Compression, some have +1 to +2 Material Slots. Some have -12 to -14 Material Slots. Some have astronomical bounds despite all instanced renders being online/enabled at once, reporting within the SDK being less than 5x6x5, and with not one animation affecting their transform. In other findings, deletion/negation of Animations providing Material Swaps as a functionality on Particle Systems, Mesh Renderers, Skinned Mesh Renderers, and Trails do not affect the miscalculation of "Material Slots", Bounds, nor VRAM. Nothing changes within avatar performance on deletion of their animator controllers besides download size. Most likely being the deletion of referenced Animation File Size. Another Example can be found on my Twitter: https://x.com/speedbuiz/status/1961261519640940710 Please do not dismiss this as my fault. I've posted to the canny before and been given the cold shoulder and ignored. I can confirm with multiple hours of discovery that these avatar performance calculations are completely incorrect. I expect there to be more abnormalities than just VRAM, Material Slots, and Bounds. Please reply with any discoveries, and please upvote this problem so VRChat can assist their Avatar Creators.
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