Increase Parameter Memory
D
DaDutch
Please allow for more than 128 bits of parameter memory, it's kinda limiting creativity on avatars
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DarkSwordsman
I can understand why VRChat would want to
not
have this implemented. When you take 128 bits
X N avatars
X parameters update rate
, it scales pretty quickly. If we assume this as 40 avatars and 10 per second for update rate (which I believe it is), that is 51,200 bits per second (50 Kbps). On top of Udon's limits (392 Kb per serialization on manual, and 1,600 bps continuous), it makes sense. I never see VRChat use more than 1 Mbps when under use, even in a dense instance, and I assume this is intended to make the game as accessible to anyone as possible.However, assuming the network sync is a custom system made by VRChat, there is nothing stopping them from doing custom data types for, say: 2 bit, 3 bit, 4 bit, and 6 bit. This would allow 4, 8, 16, and 64 different values, respectively, instead of needing to waste an 8 bit INT for something that doesn't even need 16 or even 8 variations.
Franada
:shakingfishface:
Adeon Writer
Now on Open Beta. Go test it!
Gentle_Chu
I think the problem isnt the amount of data itself but the amount of data while being approachable to work with. Yeah you can get away with only using the 128 bits but it can be challanging to work with if youre new. Maybe its possible to add a compression system of some sort that could make more than 128 bits available in the editor but optimize it for upload. If possible that would be the best option imo
Juice․․․
People assuming you can have thousands of combinations from only 128 bits seem to be forgetting that you're only able to save one parameter at a time.
So how might one fill up the 128 limit?
Here are six common floats:
Primary and secondary controls for hue, saturation, and brightness
8x6 -> 48/128
How about some audiolink bools and influence controls, if you have toggles for the bands along with a float for a radial control, then that's around 12 more on the stack. -> 60/128
What if the character has dozens of swappable accessories in different positions? Pretty simple ints, but say you've got them on the head, eyes, nose, mouth, back, ears, tail, feet, chest, etc...
That's about nine ints which maths out to 72 bits
So now we're at 132/128
Dang... Over the limit we haven't even added resets, local utility params, a size float, gesture, animation or skin ints.
Perhaps my ambitions are too high -- or maybe y'all know something I don't?
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SpiritedSpy
ive quite literally never hit the cap, even on my most complex avatars. nor have i talked with any creators who have hit it, its honestly pretty forgiving.
Adeon Writer
Re-use your puppet floats. You can't puppet more than two things at a time. No need to have separate variables for each one.
Franada
Adeon Writer: Same as int. I re-use the VRCEmote for any movement overwrite animation since you only do one at the time.
Franada
128 is plenty.
SplitScream
Uhh you will hit the avatar size limit WAY before reaching 128bits
D
DaDutch
SplitScream: Nope.
Adeon Writer
How are you running out?
128 bits gives you 340,282,366,920,938,463,463,374,607,431,768,211,456 possible avatar customization combos on a single avatar.
Are you really using that many? I doubt it.
I think you may be misunderstanding something.
You only need to add a parameter to the parameter file if the data needs to be network synced. Local-only helper parameters do not need to be listed if they will do the same stuff remotely anyway.
D
DaDutch
Adeon Writer: 26 parameters isn't much.
MagnaLuna
Adeon Writer:128 bools or 16 floats(0.0 - 1.0) or 16 ints(which is byte(0-255) in fact). Idk why they called it "int". If you want to mix up your clothes, you can have maximum only 16 different combinations of clothes at one time.
Adeon Writer
MagnaLuna: This is incorrect. You're just wasting bits unless all 16 clothing items have 255 different textures each. Otherwise you are better off dividing your bits up some other way. If you only had say, 4 different textures for each of your 16 different clothing items, you're actually only using 32 of your 128 bits, with the rest always being zeros no matter what combinations you wear. That's wasteful.
If you used an int for all 16, you'd say "I'm using up all 128 bits" but actually, you aren't. Each integer was only using 2 bits of information (00, 01, 10, and 11), meaning you could have covered all your hypothetical 64 (16x4) unique textures with it's 4,294,967,296 outfit combinations, using only 32 bools. meaning you used 4x more memory than you needed.
Just, FYI: Int gets it's name because it stands for integer, meaning whole number.
@
@heaven_vr
Adeon Writer: This is infeasable because you will not be able to do the mathematical comparisons needed to implement this type of toggle-system in a managable manner
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