Option to not take polygons into account when enabling Minimum displayed performance rank
ArtGhostt
With the current "graceful downgrading" system, avatars' features are disabled based on their specific rank.
While I think this is a very smart system and a very positive step for VRChat, polygons are also taken into account in this system, which causes half the avatars in a room to transform into robots because they are over that limit. I hate that.
There are a couple of ways to solve this especific issue:
* Let the user define how many polygons they think is enough (this would be nice for identifying crashers and such);
* Perform some kind of automatic decimation (I assume this would be difficult to implement);
* Create another rank that is worse than "very poor" (I feel like this would incentivize people to make further unoptimized avatars, so I only see this as the laziest option);
* Use the not yet implemented techniques for quest users that were described on a recent devstream such as photogrammetry or hollowing their appearance based on a 2D camera (I personally wouldn't want this as there would be many visual artifacts on a less-than-excellent approach).
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xxx_red_xxx
Why not just completely rework all of the safety system and downgrading system so you can choose ALL of the options individually for it. I can handle polygons, dynamic bones, etc just fine so I'd like to be able to disable downgrading of this.
The lack of customization on the safety system is one big reason why i dont even use it.
Shido896
I still dont get whats the big deal with polygons, my crappy pc with integrated graphics card, 6gb of ram and overused old cpu can easily deal with a 2 million polygon avatar...