Add Performance Rank that exceeded polygon limit
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ta3
When uploading avatars in VRCSDK, if it exceeds polygon limit, it is divided into another rank (ex Extremely Poor) and set so that it is not displayed by default.
The display of objects with many polygons affects performance, but it is also true that some players use it to create great models. As a proposal to solve polygon restriction in VRCSDK, we propose to classify avatars that exceed polygon restriction to another rank and make them invisible unless they are enabled from the settings
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Legoman99573
I think this is completely stupid idea. Don't like the avatar, just hide it instead of making a canny about it.
Polygons doesn't really affect performance at all, just takes sweet time to download and unload the avatar in app.
ta3
This is a thing in the old days when it was not possible to upload avatar due to polygon regulation. Later updates to the SDK removed polygon upload restrictions.
Miniasama
This is just pure stupid lol. They increased the polygon limit from 20k to 70k because polygons don't matter that much in terms of performance unless it's an insanely high amount of polygons. Having 100k or more polygons isn't a big performance hit whatsoever. I suggest you read into unity and optimization a bit more, as to what matters are materials, meshes and how many drawcalls this produces, in case you even know what a drawcall is. Polygons are one of the least concerns of VRChat. Unless it's closer to the millions, it's not even worth stopping for a second about it. If you can't handle avatars just because a number exceeds 70000, even though it might be more optimized than what you're using with a lower performance rank, then simply click hide avatar. They implemented this function for the sole reason of hiding avatars you don't want to see.
ta3
Miniasama:
Yeah. But with the previous update, avatar elements are now counted more accurately, and uploads are now limited by the number of polygons, not material or Shader. (The limit has been removed after a few hours of posting)
If the development team continued to limit uploads by polygon count, I would like to suggest removing the limits and dividing them into ranks that are blocked by default. Now that the upload restrictions have been removed (thanks to staffs) and uploading is possible, this proposal is already over.
1029chris
Miniasama: If you have 20 people in a room each with avatars that are 100k polygons, that's 2 million polygons. 100k on one avatar might not affect performance that much, but the system needs to scale.
Yukimura
Just use Knuckle avatar. They have 3k polygons, no Dynamic Bones, 2 textures, and even Quest user didn't Crash when they load one. :) Problem Solved.
Legoman99573
Yukimura: actually 2k polygons and looking scuffed up ;)
Floppiii
How about we just automatically ban everyone with Trails enabled: true? Wouldn't that be amazing too?
giuLio.moreLLi
When the most recent update gave the opportunity to kill the game with any next fatal hit and you just wish to fucking kill it.
Big No. Why do you have to insult creators like that, when they already suffer way too much from the unjustified hate and suppresion from the devs and the community. It takes you 2 seconds to block someones creative artpiece/work, so why do you want another feature that punches us in the face again? Just to humiliate us?
Floppiii
giuLio.moreLLi: amazing wording, couldn't have said it better.
xxx_red_xxx
giuLio.moreLLi: Preach it, if I have knowledge that someone hid my avatar they are blocked immediately.
Floppiii
Big nope. The system is shitty enough already. And if you think 70k polys affect performance that's sad.
If we use particle systems we're getting fucked enough already because of our evil max particle counts are being counted to the polygons too even tho no particle are being emitted. Thats ridiculous already and basically every animator would be invisible forever with this change.
Big No. Very very big No.
joniburn
I agree.
I think it's ok to simply remove 70k polygon limit on uploading avatars. (70k+ ranked as very poor)