Near Clip Plane Adjustment
complete
Gireison
A common used mod is "NearClipPlaneAdj", which adjusts the near clipping plane for the player's camera. Without it, if using tiny avatars (we love to be cute you know?) one has a lot of issues using the menu, the view clips inside of ones own arms etc. Also one has issues with getting very close to someone without clipping into that person.
If I remember correctly, it is about the worlds main camera, which dictates how the near clipping plane is set up and if not set at all, they just use the setting of the last map one was into.
Feature request:
- create a Toggle/Menuentry to adjust the near clipping plane of a player's camera if wished.
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marked this post as
complete
Included with release 2022.2.2p3 (build 1229)
1
Merged in a post:
Adjustable Clipping Plane as a security feature
Zelevas
A slider that controls the minimum clipping plane distance to go alongside 'Personal Space' as a security.
I often find that worlds have a relatively high setting for the clipping plane distance, which means that you can't get close to people to hug, and that many objects and even your own hands can't be brought close to your face.
A slider would strike a perfect balance between security and usability, by allowing the user to choose their personal preference through testing.
3 pictures attached demonstrating the clipping plane, using the following settings respectively:
0.30
0.15
0.01
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1
Merged in a post:
Player Viewport clipping distance
Dyllersen
I would love to see an additional option allowing you to add a minimum clip distance to the players viewport. This is to prevent you from your own avatar body or menus clipping when in a significantly small avatar, or just prevents the clipping when getting very close to another player in general.
1
Merged in a post:
Adjustable Camera Clipping
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When use small avatare camera clip of standard unity cam is 0.30m is too big for small avatar.
Please add way for setting individual clip distant so camera fit better for small avatar. Personal Space option work like this but reverse yes? It increase distant clip so why not make adjust clip makeable for user?
1
Merged in a post:
Adjust avatar camera near clip plane
BlahBlooh
Is there any hope for the vr chat team to add a way to adjust camera settings more than just the eye height?
Some smaller avatars (even within sdk limits) still have clipping issues on their near clip plane.
If we could adjust that on an avatar-by-avatar basis I would be very thankful ;-;
1
Merged in a post:
Allow the camera near clip plane to be configured by the player
bd_
Right now, the camera clip planes are configured by the world author. This can result in problems like:
* Not seeing your own avatar (particularly with very small avatars)
* Seeing too much of your own avatar (this is often a problem for robot-like avatars with gigantic chests)
* Not being able to see people giving you headpats
Allowing the player to configure their clip distance - or, alternately, making it adjustable at the avatar level - would help resolve these problems.
~nekonyan~
Please don't reset the option from dynamic mode back to OFF every session; my setup for getting into VR is long as it-is, and this adds "just one more step" to the checklist. It is extremely disturbing.
Gireison
~nekonyan~: ^this. Would be amazing if that one would stick around, since it would not require small avatar users (i think they are the main ones benefitting from that) to constantly have to activate dynamic mode.
Tupper - VRChat Head of Community
marked this post as
in progress
Available in 2022.2.2p3 Live Beta.
_Neko_Max_
Tupper - VRChat Head of Community
You posted this in the last update.
"Adjusting Near Clip can mess with your menu, causes a jittering mouse effect in certain worlds."
The reason this happens in some worlds if not all worlds is floating point error.
The further away from 0x,0y,0z in worldspace you are the stronger this effect becomes.
It does it to the menu and on any scale avatar, you just don't see it until nearclip is set low enough.
Examples of this issue are, if you make a world and set say an island at location 2000x,0y,0z when you travel to this island you will see the same thing happen without any nearclip adjustmeant.
Best way to see it is to use an avatar that uses an outline, i.e an anime avatar using poiyomi outline or untiychan toonshader with an outline, you will see the outline of the character shake the exact same way as the menu does when you set nearclip to .001 or lower and use an avatar that is below .05.
The problem increases the further you travel away from 0,0,0
A fix for this could be suggesting to world devs that creating the world as close to 0x,0y,0z could resolve some of these issues, but even in my own world, if my avatar is smaller than .05 the jittering/shaking effect happens as low as 75x,0y,0z away from 0x,0y,0z.
The problem seems to be a combination of scale and distance from world 0,0,0.
Not sure if that made much sense but it might help the DevTeam hunt down some bugs or maybe help implement something to correct for the floating point error.
This floating point error problem affects more than just outlines and menu's, it also affects spawn locations too.
One example is Dreamwaves made by VerriMerri.
There is one room that is called the NEXUS room because of the shader used in the room,
Many people randomly fall through the floor when teleporting to this room and it has to do with this floating poitn error as VerriMerri spreads his rooms out far so people cant NoClip or glitch there way between rooms with the play space mover to get into the VIP areas.
Tupper - VRChat Head of Community
_Neko_Max_: Correcting for FPE due to imprecision rising from being far away from origin would be a good thing to do, but it is very much out of scope and a technically challenging task. If you're curious, Kerbal Space Program (another Unity application) dealt with this by using a mobile origin, but they had to do a huge refactor in order to account for it. (KSP1 vanilla isn't MP, either, which complicates things further)
In short: Yes, that'd be a great fix, but it'd require MASSIVE changes that could break a massive amount of content, all for fairly low-value benefit. Maybe one day, but not today.
_Neko_Max_
Tupper - VRChat Head of Community:
I also had to implement a similar mobile origin in a test environment i made in unreal.
i made a city that was 30km square in size and had very similar issues until i broke the city into smaller chunks and streamed each chunk in and reset world origin to the center of that chunk as you traveled onto it.
I can completely understand that it would be a full rework of the engine, i just put it out there incase it was helpful in any way.
AgenderWitchery
Tupper - VRChat Head of Community: The easy fix (as far as I'm aware) is to let users specify a value for nearclip adjustment. The current implementation always tries for 1mm, allowing users to up it to 1cm or even 10cm would be massively helpful. Sticking the adjustment on the action menu would also help, since it would let users make that change
after
the quick menu becomes unusable.M
MCFeelBoy
For Pimax users far clip adjustment is also a must because a lot of worlds are just hurting your eyes. For one eye its for example shows a giant mountain but it dosent show it for your other eye and it makes your eyes hurt.
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