[1222] Hide Avatar by Distance but directionally
tracked
Dauw_Jonas
## Dynamic occlusion
Technically this shouldn’t be needed as there is dynamic occlusion, but somehow, even in a maps with small rooms Hide Avatar by Distance has a performance increase.
## Idea
Instead of using a full circle, also hide the avatars behind you, so half a circle. I would think at 180° for a headset with a 120° view angle. The extra ° is a margin for when the user turns fast, the same way VR rendering works.
## Minimum range
There needs to be a minimum range for this, as you don’t want someone who is behind you but not completely (like while cuddling, when you are on their lap but looking forward, or they want to put their hand on your face from behind.
## Hiding and unhiding avatars needs to be reliable and fast
This feature obviously relies on hiding and unhiding avatars to be reliable and fast. Otherwise there might be a frame drop everytime.
##
I'm not sure if this will actually be useful or work, but I can’t test it myself.
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Dauw_Jonas
I forgot about mirrors, somehow. And camera.
Scout
tracked
DAG-XR
This could potentially cause some issues. I use playspace turn, so if I rotate my viewpoint using OVRAS, it might not be in sync with VRChat or Unity. (For example, playspace mover doesn't move the capsule; it's anchored to the ground.)
This suggestion should be a toggle, versus a forced system-wide implementation.
Another example where the fun could be ruined in this, is that I like to sneak up behind people, and cover their viewpoint with my hands. If my avatar is disabled, they might not be able to see my avatar.
Salbug
Honestly I agree with this. There should be a third checkbox where avatars outside of your viewing frustum get hidden.