Increase avatar size limits on quest
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Mass1milian0
quest 2 are a lot more powerful than people credit them to be, sure it can happen that quest lags on very heavy worlds and with a lot of people, thing is, that thanks to the hide avatars by distance and max avatar shown option now it a lot more plausable to increase size of the avatars a little bit
i'm not saying to go from 10 mb to 50, but something like 10 to 20 mb, those 10 extra megabytes are a VERY big deal
currently staying within the quest limits is what pretty much any avatar creator can define as: Hell
so yeah, what do you think, would it be possible? why? why not?
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Julian Astrum
I have been saying they err on the side of safety for years. the quest headsets are a lot stronger than they give them credit for. shaders, particles, etc.
I believe part of it is that they are trying to leave head room for avatars on top of whatever worlds have, limiting so that you don't die with 2 people in a world with you.
but i do think they could include more in the quest SDK .
xeroxbeautiful
Even increasing it by 1 or 2 mb would be huge. You have no idea how many times I've tried to make something work on Quest only to find it makes the avi 10.5 mb or something.
Sinful_Wendigo
please i want this increase I'm a texture creator and due to the limitations a lot of my work cant be seen due to 0.01mb retexture being done and id love for a lot of my Avis that i have to be seen by more people
RegulusABlack
Yes! I feel like people on quest miss out on some awesome parts of avatars that people with PCs can.
Cirice W Rabbit
Please, pleeeaase let this increase come true! It would be so much better for those on Quest to have nicer avatars, and those who have both PC and Quest compatible avatars would be able to enjoy themselves more.
Lʊpa
Yes pleasssse
mowsterowo
As a PC avatar creator i find the Quest Avatar limitations very intimidating. My avatar work is already very optimized since i make majority of my assets from scratch. The thought of having to put more work into reducing the quality of my avatars makes the quest market a place i have not yet made avatars for.
If the Quest Avatar limitations had a increase it would both make it easier for creators to create avatars for the community, as well as give higher quality avatars for quest users.
Zevvy
Heya, I've been making highly customizable yet opzimied PC avatars for a few years now. With the addition of quest and people wanting as many of the PC features on one quest avatar, I've usually ended up at 13-15 MB with the initial Quest version - That includes 3 different outfits, body adjustments and more.
After an ordeal of trial and error, I usually end with 9.9 MB file size and 20-25 MB out of the 40 MB uncompressed size.
My most limiting factor is the FBX size, usually making up to 70-80% of the size limit, while GoGo Loco makes up for another 10%. My VRAM usage is never above 6 MB even though there's more available, but the sheer amount of complexity some meshes have due to separate islands in a mesh can easily inflate an FBX.
While this shouldn't be the factor for an increase, it's insane to think that an increase of 50% of the upload size (no other metrics) could easily allow complex avatars to mimic a full PC avatar of the western market, which would then be matching the Quest 2 performance and easily the Quest 3 performance when compared to the Quest 1 which these metrics were based on.
Mass1milian0
i've found an effective way to kinda hinder this limitation a lot, the easiest way to bypass this limit is by just uploading multiple avatars, you'd still be uploading more than 10mb essentially, but split between multiple avatars, frameworks like vrcfury makes this a breaze, and because, it's essentially useless to have all clothes on one avatar (you can't wear all the clothers all at once without them clipping) i just split my avatars in outfits, basically, and because there is no limit on how many avatars you can have, you just upload as many outfits as you want, i have 6 different version of my same nardo, and all of them are quest compatible without giving up too much resolution and without having to decimate polys either
Kaycie Shchi
Adding to this, since Quest 1 is now unsupported the current baseline for performance on Quest is the Quest 2, and with the performance gains that the Quest 3 has, we should be allowed even more flexibility when it comes to creating Quest content.
The previous limit's we're set during the days of things like the Oculus GO and OG Quest, but even by Meta's own documentation, the power difference is night and day.
I hope the developers will consider this more in the future.
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