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Guests queueing early to skip queue
I run an event that fills up pretty quickly once we announce that guest doors are open. We open the the instance as a group instance with instance queue enabled. After we get all of the staff into the world for the event, we announce on discord and in group pings that the instance is now open for guests to join. Guests should be joining and starting up a queue at the announced time. What they can currently do is use the "Show Go Button on Load" setting to preload the world and reserve their spot in the instance. We can't tell what guests are doing this because they don't load into the world, we have no idea who hass connected early. They simply join the world with everyone else once the ping has gone out. You can test this easily with 2 other people. 1) Create a group instance with a queue for a world with 2 max slots. Just the two of us works well. 2) Have the instance owner join first and load into the world. 3) Have the person who will use the "Show Go Button on Load" join the instance, but not press the join world button. At this point, the person inside the instance does not see anyone else in the world. The person in the load screen has reserved their spot in the world. 4) Have a third person attempt to join the instance. They will either be placed in queue, or receive an error related to needing to join a queue but it will not place them in a queue. From the perspective of the person inside the instance, no one has joined. The third person cannot join the instance and MAY be able to queue. The second person that is waiting to join can join freely at any time. I do not know how long this instance slot reservation lasts, but it is causing significant issues with group instances with queues.
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Avatar culling does not unload PhysBones — performance scales with total loaded avatars, not visible ones
Avatar culling hides avatars but does not unload their PhysBones. This means your CPU is simulating PhysBones for every avatar that has loaded near you, not just the ones you can see. In a populated world this adds up fast. You can confirm this with the PhysBones debug overlay — enable it while culling is active and you can still see PhysBones moving on hidden avatars. Repro: Join a populated world, no avatar limit set Hand Menu → Settings → Culling → Show Nearest X Avatars → set to 0 Radial Menu → Options → Avatar → Avatar Overlay → PhysBones → enable PhysBones are still active on hidden avatars. The debug view has a range cutoff but performance confirms they're running beyond that Hand Menu → Safety → switch to any safety preset to force avatars to fully reload PhysBones are now gone, performance improves Set your avatar limit back to what you want — performance is better, but degrades over time as new avatars load in and their PhysBones never unload Tested on: i9-12900K, RX 7900 XTX, 32GB RAM — public world, 30-40 players. in the instance pictured i went from 100 - 150fps by hiding physbones Dynamic Bones had limiter settings. PhysBones removed them, which wasn't a big deal at launch, but avatars use a lot more PhysBones now than they did back then. The fix needed: PhysBones should unload when an avatar is culled. A user-facing PhysBone simulation limit would also go a long way. Also noticed in this session many many users with physbones active for hidden meshes if some wizard can make these disable when the meshes referenced to the bones hide would also be a great optimization
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