Deferred Rendering Path and HDR.
nhentai․net
It seems that currently the game only allows for Forward Rendering Path on the camera, this is a limitation to those who like to create artistic worlds. As someone with a graphic design and motion video & fx background, I find this extremely annoying and would love to see Deferred rendering path and HDR to be enabled/allowed on cameras in the SDK/game to really be able to bring the best out of the worlds I to add.
Deferred Rendering Path allows for things such as Screen Space Reflection. HDR allows for better and more accurate control over color within the scene. These things add a lot more depth to the scene and really make it pop in the end result. You might be worried about the performance impact at this point, I can confirm that it takes little to no impact, within Unity the scene runs at 125 fps with Deferred Rendering Path and HDR enabled vs 130 fps with Forward Rendering Path and no HDR (as used currently in VRChat.)
To give an example of the difference between the 2 rendering paths and no HDR vs HDR. Here's a comparison:
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Al Capone
You can use HDR with forward rendering. Look into the Reference Camera setting.
nhentai․net
Al Capone: Enabling it doesn't mean it's actually working ingame.
Al Capone
nhentai․net: I have verified that it works. Are you setting the reference camera property correctly?
christian bauern
Deferred Rendering causes performance issues to VR users.
nhentai․net
christian bauern: Not that I'm aware of.
V•ᴥ•V
christian bauern: There will always be people who can't play a game because their rig just isn't powerful enough. The least VRChat can do is warn players about the rendering path before entering the world.
nhentai․net
V•ᴥ•V: There's a bare minimum for VR in terms of hardware anyways, back when I posted about this I was running a Core i5 3rd gen with a GTX 970, which is ironicly the bare minimum recommended by Oculus on the box. I had no issues.
Also deferred rendering is actually less of a performance hit as it's more predictable then forward rendering. It's all pretty well documented on Unity's website.