Particle System Limiter Feedback
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Tupper - VRChat Head of Community
Please post any feedback regarding the Particle System Limiter here. Here are the current limits: https://docs.vrchat.com/docs/avatar-particle-system-limits
Here's what we'd like to know about your adversely affected particle systems.
How many emitters does it use?
Are they mesh particles?
Are they billboard particles?
How many emitters are active at any one time?
How fast do they emit?
Do they have collision?
How complex is the collision?
What layer are they colliding on?
Any and all feedback is useful, and we will use this feedback to help shape the limiter in the future. Non-constructive feedback will be removed.
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Alex Perkal
I am currently working on a anti-crash File since I opened an anti crash my friend gave me and I am looking at the code and modifying it and seeing how effective it will be, I am just trying to see what different types of crashes there are so I can add them to the Anti Crash Code
Tupper - VRChat Head of Community
marked this post as
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The Particle System Limiter was disabled and then re-implemented as an optional, opt-in system described here: https://docs.vrchat.com/docs/avatar-particle-system-limits
Ructious Djinn
Another particle is a very innocuous one which deeply offends me, I have a thunderfury model with a working glowing orb at its core that is just a few sprite sheet animations positioned into a sphere, with smoke, sparkles and lens flares, very tiny. With extremely small flickering lightning particles that crawl up and down the blade.
It literally will fizzle in about 3 seconds so then it just a blank thunderfury model.
In order to make it work, it needs lots of small complex emitters....
Ructious Djinn
How many emitters does it use?
Most of them do, some are over time. Some are affected and others are not. Too many to go over so I will go with my recent one that I was almost done with...
I literally just finished making a test classic particle from D2 the frozen orb.
The main portion is a spinning orb, one mesh particle with a chilling cloud trail, which anyone who has made clouds understands you need a lot of them in order for it to look like actual clouds because 2d cloud spritesheets look like garbage. It also has a flat spinning wind storm.
There are two invisible orbs that emit ice bolts, each ice bolt has a trail and a smoke trail.
They all have collision in world space, and stay in world space so it doesn't jerk around with any slight head moments, fire and forget because that is the only way to make it work.
The main orb, when it collides explodes into a fanfare of ice bolts, each with a trail and smoke trail.
Each ice bolt explodes into a small snow burst on impact.
Are they mesh particles?
Only 1, and it doesn't even render.
Are they billboard particles?
Mostly.
How many emitters are active at any one time?
Uhhh... that particular avatar has an ice trail at their feet, an ice aura around their weapon, a chilling aura around their body, and a small burst to simulate cold breath exiting their mouth.
How fast do they emit?
With chilling smoke you have to slow the simulation speed down and apply gravity or it won't look right. Mostly they are ~20% sim speed at ~35 emissions.
Do they have collision?
Most do, yes.
How complex is the collision?
The collisions just make it pop... The pop is just a burst of 30 or so one time non-looping.
What layer are they colliding on?
Its set on everything.
I basically told everyone who cares enough to post here how to make a particle I am very proud of. That is how against the idea of limiting I am. Limiting particles will kill creativity, some effects can't be achieved without the freedom to choose your own methods of making it happen.
For people like me and maybe others like floppi or copycat, etc. We don't want to lag people, we don't want to crash people, we want to make neat effects that we and others can experience, in vr, firsthand.
Do they lag sometimes? Yes.
Do they crash people sometimes? Yes.
But that isn't the goal. It actually goes contrary to our goals most of the time. I feel like some of you on the vrc team can understand there is an art to particles as well as the idea that if people crash they can't see the things we worked hard to make. =/
X9 Beats
revert back or make a Toggling option for particles a lot of time consuming work has gone down the drain cuz of this
G
Gunstar XX
Make it a toggle dude. Similar to the block and mute all non-friend avatars options you have in the systems menu. Just put a toggle that will limit the particle effects of all non-friend players. That way, only the players on your friends list will be able to use unrestricted particle effects around you.
Anohreul
Please don't limit the ability of your players to create fantastic effects due to someone sometimes using it to crash people.
Avatars with fancy stuff and effects is literally a big chunk of content for the game. Revert the limitation immediately, it's horrible.
F
Frustrated VRChat Player
I don't know how this update even made it through to live, I have particle systems that are less than 1000 particles that have been majorly cut in half along with the time that they're active for. The particles do not emit as fast as they used to, and I don't even have any collision on my particle effects. I can't even begin to imagine how livid the people are who spend weeks (or sometimes months) working on crazy animations and particles, which I really enjoy seeing. This was a really terrible update and I hope it's completely reverted. I understand that one of the major factors of this update was to make it so people can't make crashers anymore, but people have already figured out how to bypass that and are still crashing people. So basically, the only ones that were punished were people who actually use particles legit.
Alex Roby
I am no expert in programming or games, but I can say that I'm very disappointed because it crushed my creativity. A button would be more realistic. I just want to point out that it might not the limit of particles that makes the game lags. I just tested out one of my model with few to none emitters. It's a raining cloud. Was lagging before the update and still is ! There's literally no change. Oh and the ''death guns'' anyone pointed out still works. I just encountered someone who had one and he was kind enough to show me that it still worked. He could crash people one by one. Also, I am one of many that started working on animations for Vrchat. I've been planning on doing more and more but now that it's limited, I've lost all of my really cool animations. Some of them had like a thousand particles (even more) and they were still working. It was optimized. I am one of many who bought particle effects on the assets store. I spent money on this and now it's jammed. Again, please add a button.
Kakureta
As good as the intention was, I can confirm that this limiter does not work. Not only does it break some people's particle effects, it also seemingly doesn't do the job it was built to do: prevent crashes. Let me explain.
I have a friend (not going to name them) who has an animation override specifically made to crash people it enters in contact with. I don't quite understand how it works, but basically it spawns an infinite number of particles in a very short amount of time when it comes in contact with a player's viewpoint, and instantly crashes them. Obviously, he doesn't use it at all, but we tested it out today, thinking that the update would have rendered it useless. It didn't change anything. The thing still crashes players.
TL;DR this limit prevents people from being creative but doesn't prevent crashes due to intentional particle spam. That needs to change.
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