Particles cause game breaking local lag
complete
Floppiii
Why hello there.
Since the past two months we animators had to endure a game breaking bug for us.
We did very very very much testing and it seems like particles, which are on bones that are disabled and triggered on using a gesture nearly always cause incredible lag.
from 90 to 11-30 FPS
Which reaches 1 fps with people around.
BUT THE PROBLEM IS, this is not always the cause.
Sometimes it works without any problems all, sometimes just one particle system brings incredible lag, as tested by a friend. Sometimes triggering a sword causes lag, only a sword. This sword always caused lag, tested on many different avatars.
But another sword never lags.
We just don't know what exactly causes those lags.
BUT THEY STARTED WHEN YOU MADE CHANGES TO THE IK.
Please check your IK again and what you changed, something in there destroys everything for us, acting is not possible anymore and we are all demotivated to even keep animating.
Please Vrchat Staff, hear and help us.
- Your Animation Community
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Tupper - VRChat Head of Community
complete
Completing this item, as we fixed it in a previous Open Beta build but I guess I didn't feel like closing it at that time? ¯\_(ツ)_/¯
Either way, this is fixed now.
Tupper - VRChat Head of Community
in progress
This is fixed in the 2018 Open Beta.
Please check the open-beta branch to ensure that it is working. If something is still acting up, please post in this thread, which I'll be moving to the Open Beta board for easier tracking.
пıɢнтшσʟғ
Tupper - VRChat Head of Community: Thanks! Its working in the Open Beta OMG
Aev
interested
This is being investigated internally. Due to a lot of major upcoming items (2018, Udon) a fix may not get into release for a while longer. Your patience is much appreciated!
bit 01
Aev: I thought you guys made an announcement that you were only working on bugs for the rest of the year?
Aev
bit 01: Here's the roadmap, as announced and provided on stream: https://twitter.com/VRChat/status/1163898371033055232
bit 01
Aev: Yeah ok, this third one. "Primary focus: Fix long standing bugs." I hope you guys are staying focused on that and not getting distracted with adding even more stuff again. Cause there's no progress on security and you're already regressing with the removal of harmless things like properly flying avatars. We were having fun with that, which means less bothering you guys about bugs, cause we were distracted with that. Now we're not.
Aev
Merged in a post:
Local lag caused by Mirror/Shadow clone
zLucPlayZ
Mirror and Shadow clones of your local avatar causes a heavy lag localy when every you use particle systems.
These two clones of your avatar are only local (only for your own avatar in your client).
This could be fixed by just deleting the particle systems of these clones.
L
Lowrhen
This sounds like it could solve a lot of problems with lag around mirrors! You have my upvote :D
Undead Shadows
Though I'm not the smartest with all this stuff what I've read helps explain some of the issues I'd been facing. Random lag spikes that no one else got and frames dropping to around 11fps. Hopefully this is fixed soon.
zLucPlayZ
Undead Shadows: yeah thats what we wanna achieve
Zer0ᵛʳ
I suggest, add a button to enable/disable the shadow clone call it "enable/disable local real time shadow"
for the mirror clone, check if the mirror is active or not, if its not delete that clone, its really not needed if its not visible at all.
Laser
yep i have this problem too with index... like as soon as a mirror appears the entire game gets an unplayable lag.. happens in home world too... doing a full steamvr restart fixes it.. but you CANNOT open steamvr or you can get the problem to come back...
zLucPlayZ
Laser: Yep, but the clones are ALWAYS loaded in the background, even if u cant see them, so all dynamic bones, cloth, particle systems, animations being processed in the background
giuLio.moreLLi
If they fix this, i will return to the game.
Zer0ᵛʳ
guys the local lagg canny post has been there "in review" for over 8 months
Floppiii
Zer0ᵛʳ: we should actually link it here, but I would have to search for it. Back then we didn't know the real cause for the local lagg, but now we do. Maybe even those devs are able to fix it now with the right direction that has finally be found.
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