[798] Prefer graceful downgrading to avatar blocking
complete
bd_
In some cases, it can be possible to disable specific components to force an avatar to a specific performance level. This has in fact already been implemented with the dynamic bones limiter, and could also be implemented on many other performance rank components. In fact, many of the actual blocking actions exist today as part of the safety system.
I would suggest that when an avatar is to be blocked for poor performance, it should first be evaluated to see if blocking/removing one of the following components can bring the avatar within the performance limits:
* Lights
* Dynamic bone collision checks (remove all dynamic bone colliders)
* Dynamic bone components (disable dynamic bones, as per the existing blocking system)
* Animators (remove animators except for the root)
* Particle stats (remove particle systems)
* Trail/line renderers (Remove the implicated components)
* Cloths, cloth vertices (Remove the cloth components)
* Physics colliders/rigidbodies (remove the implicated components)
* Audio sources (remove the audio sources)
Note also that dynamic bone colliders should be removed from stats, as the collision checks stat more accurately captures the performance impact. However, if it is to remain, it could also be handled by removing just the collision checks.
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Tupper - VRChat Head of Community
complete
Implemented in a previous release.
rotus Thexmaster
No , dude people like me spend money on a good pc and we don't want our experience ruined just cause your quest and bad pc can't run the game , Blocking is the solution
Ghostt
Requests after implementation (842):
- Add an option to downgrade everything except trys (I personally would like to take advantage of the new system without seeing the gray robots);
- Add a new rank that is worse than very poor (currently, many avatars fall under the very poor category - can also be used to identify some crashers);
- Make the placeholder avatars (loading, perf blocked, etc) the same height as the original avatar. As it is currently implemented, it is awkward to talk to a person while not knowing where their head is, especially for Quest users.
Legoman99573
Ghostt: 1st and 3rd one is a good idea, but the 2nd one wouldnt be as helpful as you can use a bad shader intended to cause someone to crash to accomplish crashing with 1 material to show with gestures.
xxx_red_xxx
Ghostt: I refuse to talk to people who have my avatar hidden so the last one is irrelevant as I bet most people who are aware that you hid their avatar are gonna be quite salty over it.
xxx_red_xxx
LOD on avatars too maybe?
Livb
I hate how the current system analyzes all the disabled objects in the worst possible sceneario. Say you have 10 props you activate individually with each hand gesture. Obviously you can only have 2 active at once at most yet vrchat considers you have 10 activate at the same time making it extremely unfair as an avatar ranking evaluation
Naelily
A small but important side note though is we really need a way to
know what elements people have hidden on us
. It is going to be incredibly confusing to have to mentally keep track of who can and can't see what, especially if they have their limits set to something extremely strict like Good or Very Good rank. Perhaps this information could be displayed on a player's Quick Menu information (when you select a player while in your Quick Menu)?Chdata
Naelily: That stuff is already present on the nameplate, and is already typically not used by anyone to tell who can see what - people usually figure that one out when they realize the other person isn't reacting to what you're trying to show them or something. I see it happen all the time.
Naelily
Chdata: Nameplates show a player what elements of the
other person
is being hidden by the player's Safety Settings. I'm talking about information on what players can see on yourself. My point stated is that players have to guess and keep track mentally of who can see what right now, and that is going to get very confusing once it is more than just dynamic bones being hidden. If we are getting limited, it's not unreasonable to be able to know what is being limited by whom.Chdata
Naelily: Indeed, whatever we add to track that stuff is only going to make the whole thing even more confusing to track and make sense of. What are you envisioning to be shown to us to tell us someone else has our stuff blocked? Another row of icons?
Naelily
Chdata: This would be indicators only on a player's Quick Menu information (as opposed to information displayed on/above/around the player's nameplate). It's more confusing to have no idea who can see what than to have information on what a player has hidden on you, if you ask me.
Chdata
Naelily: My bad i forgot you already mentioned your solution.
Yeah that does sound useful, even though some people will still confuse it.
xxx_red_xxx
Lol
Tupper - VRChat Head of Community
interested
Tupper - VRChat Head of Community
Interestingly, this was already the plan for the next iterative set of work on the system.
I don't have a release date (hopefully Soon™) but this is the goal of the next version.
Chdata
Tupper - VRChat Head of Community: Why doesn't the team officially communicate ideas like this that the community would very much be interested in? It would save us a lot of ire and render a lot of criticism pointless if things that are in the works were teased in news posts.
Observer.
This would be a welcome addition to the minimum rank system. While the safety system is not necessarily meant to be a part of the performance systems, it directly affects the minimum visible rank because it can remove those components being checked for the rank. This could potentially enable an avatar for the local user to fall into a better performing rank.
An avatar on its own does indeed have its base rank, but when you choose a minimum rank it might be better to choose based on the checks it makes.
With components blocked from systems like the safety system those checks become inaccurate. I agree with bd_ here that this is a great way of handling things and potentially allowing more avatars through without destroying performance because they would be considered in a better performing rank with certain things removed via safety or performance options, etc.