Camera Farclip Max Cap 50k.
available in future release
Sournetic
The new camera fix maxed out farclip to 50,000, which breaks a lot of plane worlds and giant worlds in general. Some worlds barely have any visual difference, others have some noticeable visual errors. And some which just cutoff completely or skybox break.
Worlds Used:
Persian Gulf -v0.5 - NO AI - - Zhakami Zhako
Test Pilots - Sacchan
Desert Airbase - NØNN
Tomcat F-14A - Naval Interceptor - - VTail64
Nova Singularity - Sournetic
The Light of Digital Hope - Sournetic
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Vonast
This change has broken MANY of my existing worlds that I no longer have the files for. Even if it simulates a crash, worlds have functioned fine for years with high clipping planes, up until now.
Please fix this stupid fucking issue.
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_tau_
A fix for this will be available in an upcoming update, though note that the restriction on near-/far-clip distance is still active in worlds that have occlusion culling baked. This is to avoid a crash in certain scenarios, and will not be changed. Most if not all worlds linked here are not using occlusion culling, and generally speaking the use-case for very large far-clip distances would make baked culling fairly useless anyway.
GenesisAria
_tau_ This seems like a very annoying limitation... is there a way to occlusion cull stuff without baking unity's thing? I always found it silly that i have to bake an occlusion map of the entire scene just to use manual culling portals/barriers... Is this a scenario of "guess i gotta write a custom raycast object checker in udon"?
Occlusion culling is actually extremely useful in very large worlds, because it allows you to put lots of things inside of buildings or behind mountains, and be smart about placement etc without running into issues of trying to render large open environments AND internal environments. There are probably a decent handful of worlds i've explored / spent time in that make use of it, though also a lot of worlds that should have done so, but this is saying that you just can't anymore.
I just don't understand why this is a thing. There never seemed to be any issues or stability problems in scenes with extremely far clip planes. Wholesale blocking something because of a rare crash scenario is silly, just fix for those specific cases.
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_tau_
> Wholesale blocking something because of a rare crash scenario is silly, just fix for those specific cases.
This _is_ the fix for these specific cases. The change that made this an issue in the first place is an upstream Unity bugfix, and we have worked with them to revert it in all scenarios where it is safe to do so. Unfortunately, extremely large delta between near and far clip plus occlusion culling is not such a safe scenario.
I understand the use-case, but as this is a Unity limitation I'm not sure how much we can continue to do here.
I will bring up your feedback again, but cannot promise any further changes.
GenesisAria
_tau_ What i was getting at is i've never seen or heard of a crash with a large differential between near and far planes. It had to have been very rare. My own world was one such case that has an occlusion portal wall but is otherwise a vast expanse of space; nobody was crashing to my knowledge. It had to have been a very rare anomalous case, or perhaps mapped culling being too far away or something.
Ciny
_tau_ Wanted to add that it is not just specific worlds that seem to be affected by this update and bugfix, ever since this update forced nearplane setting hasn't been the same. In every single world the menu starts clipping with very small avatars (potentially getting close to this large delta in near and far clipping plane?)
Depending on the world the fingertips or the entire hands/arms start clipping on the forced setting too, my guess is this is because of the differences in camera settings each world has set.
However, before you were able to get the same nearclip with the forced setting regardless of world.
Honestly sad this functionality is so much more limited now, not being able to see stuff up close anymore sucks for when you want to read text and the sort. The previous nearplane setting was really well done and basically allowed you to see right up in your face which was really cool.
Far plane clipping has also become way more limited where in bigger worlds you aren't able to see far into the distance anymore whereas you used to be able to.
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_tau_
Ciny: The near clip plane is unaffected by this entirely. We made some adjustments to UI stability recently that can affect specifically the VRChat UI in super tiny (below the supported range) avatars, which is what you might be encountering. Other than that, no changes to near clipping have been made. Note that you need to re-enable the near clip override on every world, if set to "Forced".
We are still working on restoring as much of the far clip plane as possible, but it will most likely remain limited to some degree. This is in fact a Unity Engine limitation. As for why you haven't seen any crashes with it before - the issue only started happening due to other, unrelated engine changes that went in shortly before this fix. As such, there was a very limited time window for such crashes to occur before the fix was added. We did receive a good amount of crash reports during that time frame however.
As an aside, I think your second comment was caught in an accidental deletion, that was not intentional - apologies for that 😅
Ciny
_tau_ Thank you for taking your time to share some information regarding the clipping planes! Cool bits of information. No worries about the deletion.
I noticed my issues with the nearplane were due to distance alpha setting in the shader I was using. My apologies.
The menu not working when looking at it really upclose (like taking a better look at a profile picture) is only a minor inconvenience at best and only really noticable at minimum sizes. As such is not really a dealbreaker. Thanks for shedding light on that.
Best regards and thanks for taking feedback.
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available in future release
みみー/Mimy
I think part of the problem is that the world creator does not know how extremely large or small the value can be set.
By officially documenting how VRChat clamps the upper and lower limits of Near/Far Clipping of the camera, world creators can design in advance to avoid extreme values that VRChat does not expect.
TontonDemon
I've had the same problem on a few worlds of my own.
I hope this problem will be resolved as soon as possible.
I3orje
Idk if this the same reason, but since the update on Valentine's Day my Twitch Interaction system, getting balls thrown at me (Particles). It just cuts out early too in the camera (locally), while I and everyone still sees it normal in game and in their cameras!
Clip that shows it https://clips.twitch.tv/PeacefulMoralStingray4Head-By-AZz-cgQ8mX9h-
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_tau_
I3orje: That appears to be a different issue, you can open a new ticket about this. If possible, include an avatar ID and steps to reproduce the behaviour!
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_tau_
As a potential workaround for affected worlds you should be able to increase the near clip distance to extend the maximum range of the far clip plane.
That said, we don't intend to leave this behaviour as-is.
Sournetic
_tau_ This workaround isnt applicable, at least in my experiences. For whatever reason, even before this issue, VRChat forces the nearclip to 0.05, regardless to what I may have set it to. Suffice to say, this issue is still persistant.
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_tau_
Sournetic Correct, the clip values are clamped between 0.001 and 0.05, but not all the worlds on the list above are at the 0.05 limit already.
AkinoMizuki
I've also found something similar.
This world reproduces the size of the Earth.
Therefore, if we take into account the parallax of the celestial sphere and place it, we need to draw 20 km worth, but it breaks.
Tupper - VRChat Head of Community
This isn't due to any of our changes. We suspect this is due to engine changes from another bugfix that Unity worked on for us.
We're talking to Unity.
GenesisAria
Tupper - VRChat Head of Community It also seems to break some worlds entirely; my own world i cannot use the nearplane overrides; like forced mode for example doesn't even work (putting hand into camera to see if the plane adjusts and it doesn't).
edit: this seems to also be the case for the above examples.
Tupper - VRChat Head of Community
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