Add VRAM to in-game Avatar performance view
available in future release
Espera
Many avatars, including fallbacks, consume an absurd amount of VRAM, sometimes more than 500MB. We need a way to identify these avatars so that we know to hide them / force them into robots in order to improve performance and stability
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available in future release
The current implementation is now available in Open Beta. Please note it is currently only visible in Main Menu avatar stats and not in the Quick Menu. If you have specific feedback or bug reports about this feature please post them to the Open Beta board.
Also note the relevant part from the latest Open Beta patch notes for more information:
- Added avatar texture VRAM usage estimation to the Avatar Stats system
- This feature estimates the amount of VRAM in use by a given avatar and displays it. It isn't 100% accurate, but its close!
- You might see this value differ from some community-created tools like Thry's VRCAvatarTools. That's because we only list texture VRAM!
- This stat does not currently affect Performance Rank, but it will eventually. From our observations, keeping the VRChat value under ~40MB seems like a "Good" place to aim for
- Will be implemented into the SDK at a later time
Espera
1: Awesome!!! Thank you :)
Reverse
1: Is there absolutely no way you can also include meshes size too ? In my case, it take way more then my texture.
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in progress
Will be included with Main Menu 2.0
Edit: Current implementation will include texture memory taken by the avatar excluding render textures, and is not currently part of the safety or performance options.
owlboy
1: whoa.
Lonely Foxxy
1: finally, thank you! <3
How will it work? Current vram/ total vram?
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Lonely Foxxy: Current implementation will include texture memory taken by the avatar excluding render textures, and is not currently part of the safety or performance options.
Lonely Foxxy
1: so it will not show the real vram usage? it doesn't include mesh size? in a future update maybe?
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Lonely Foxxy: As the amount of information Unity provides during runtime is limited the current implementation will likely stay at least for now.
S a c r e d
1: Will it be possible to limit avatars by VRAM? The same way we can currently limit avatars by download size?
FKite294
Yes please
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-Coffeepawt-
Please and thank you ! I agree with this completely !