Hiding avatars doesn't improve performance until you re-enter the room
closed
RavenWorks
- Open VRChat
- Enter an instance with a lot (like 40+) unoptimized avatars, visible and fully enabled
- Observe that your FPS is probably something like 10 FPS
- Set the 'maximum shown avatars' value to 0, and turn the feature on.
- Observe that the room is now full of diamonds instead of avatars, as expected.
- Despite this, observe that your FPS is STILL something like 10 FPS!
- Leave the instance.
- Re-enter the instance that you were just in.
- Observe that NOW your frame rate is something like 30 FPS.
The one other thing I've tried that can somewhat trigger this change is to change your shield level; it seems like diamondizing avatars doesn't actually make them stop eating up performance until something forces them to reload completely.
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_tau_
closed
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_tau_
Avatar Culling does not unload avatars entirely, nor is it designed to. It only works this way when loading a fresh instance because we delay the initial load until you see an avatar for the first time.
This is _intentional_ and will not be changed to completely unload avatars. We are however working on general improvements to this behaviour, such as disabling animators and reducing overall CPU cost for hidden avatars.
Those efforts are ongoing as part of larger projects, so I will close this task with the note above.
StormRel
tracked
Kazunori
I've noticed this exact same issue and thank you for reporting it.
I also noticed some laggy/crasher/annoying avatars are not completely hidden/disabled by the avatar culling and I'm really confused to why.
It still should be fixed, but a workaround I've found that returns performance and always hides bad avatars:
In Avatar Culling: Set maximum avatars or avatar distance to 0.
Turn Safe Mode on (use ! on menu or shortcut), then turn it off.
Performance is back!