Max Avatar VRAM size
interested
Jewordi
Add a performance metric like the one shown below in the screenshot but instead allow us decide how high an avatars VRAM usage can be before its hidden. I feel this is the best way to implement this because not everyone is limited on VRAM.
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ZenithVal
Sorry old post and didn't see anything when ctrl+f searching through the replies.
Doesn't uncompressed size achieve this? I know it includes more than VRAM since it's overall memory usage but still, it's very likely at least 80% of that size is VRAM.
I personally keep my uncompressed limit at 150, it hides a lot of absurdly
VERY
very poors.JetTheHorse
Tupper mentioned at the FWA VRC panel that they don't do this because VRAM doesn't matter that much anymore, not nearly as much as most people think it does. I'm just the messenger so don't hate me, just forwarding what he said for anyone still hoping for this feature.
ZenithVal
8 GBs of VRAM still owns the throne on steam Steam hardware survey but 16 GB is about to overtake.
I believe the real reason a VRAM limit was wanted is because the community desires performance indicators/limits they can personally define (other than blanket disabling all vpoor.) There's nothing that distinguishes a 100k poly vpoor with SOME of an optimization attempt from the 1 million poly, Tons of 4k textures, 90 materials, nightmare.
IMO, we did get a tool other than VRAM to solve this: uncompressed size.
We can define our custom limit to draw a line that'll catch some awful vpoors before they strike our cpu/gpu time. Tbh the default values for these are too high.
mBlade
I would love to have this metric setting!
✩Frisk✩
Should include Draw Culls with that.....you can have avatars with 40-60MB but with like 10 to 30 active skin mesh or mesh and draw calls are the killers...for the most parts
madcaker
Really need this to be a thing. I'm over here struggling with 6gb of VRAM and no good option to upgrade.
Mochа
Make it so avatars can't be uploaded if a avatar has crunch compression enabled too.
CorneliusCorn
Mochа This would only harm creators who are trying to also optimize the download size of their avatar. Which is particularly a problem for users who may be bandwidth limited.
Crunch compression may hide high VRAM usage on the surface but it has its purpose.
✩Frisk✩
The method would though cut you out of most contents as VRChat is static with their rating and not dynamically checking if the avatar your viewing is actually emitting out that current vram value. For quest users in the other hand would be useless as most are trying to view them all like a PC user can.
But the option to have that would work wonders
HostileLogOut
This would be extreamly good to have. most people uses a gpu that only have 8gb. and in general your often at 2-3gb just by being in vr. so your actual vram left is just roughly 5 gb. ontop of that it's super easy to implement a feature like this
MyroP
How about automatically determining that setting based on the VRAM capacity of the GC, and maybe also based on the max instance capacity?
Mostly because I feel like that's the kind of setting we don't need to change so often, it also wouldn't clutter the setting menu with more settings and make it more user friendly.
Lastly, VRAM usage is already included in the performance rating of an avatar.
DarkSwordsman
MyroP This should be a setting that users can tune to their usage and experience, especially since it will be blocking avatars outright.
Also, yes, Texture Memory is included currently, but: 1. It doesn't include Mesh Memory, and 2. It requires flat out blocking all very poor avatars, which isn't realistic if you want to engage in a lot of spaces.
kawashirov
MyroP I believe both approaches can coexist.
Tony Benson
This is for pc only then
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