Please optimize the CPU load
complete
Steviation
I understand that it's difficult to optimize a game consisting primarily of user-created content, but between the Oculus software, SteamVR, and VRChat itself, my CPU is almost always maxed out, even when I'm alone in the VR Home.
In the end, this creates a lot of tracking issues that cause a nauseating experience, and as much as I love VRChat, I can't have an immersive experience conversing with other people as long as I'm teleporting around a room.
Please, if it's possible to reduce the workload on the CPU, it would be greatly appreciated.
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Tupper - VRChat Head of Community
complete
Since the date of this post (over 3 years ago!) we've done a lot of work to reduce/optimize the load on the CPU. At this point, VRChat's overhead is fairly minimal-- third-party benchmarks estimate the VRChat application's overhead at less than 10% of the total frame budget for 90FPS. That means that the vast majority of CPU (and GPU!) load comes from user-generated content... which we expect! Such is the cost of creative freedom, but I personally wouldn't have it any other way.
Since this isn't precisely a feature request and is also an "always" task, I'm going to go ahead and complete it for now!
Sidenote: VRChat has the ability to use many threads and cores, and has had the ability to use many threads and cores since before it launched on Steam. Anyone who states otherwise is woefully misinformed. Please educate them!
Badeand
I get great framerates when I'm all alone. Though when the room starts filling up with people, the FPS drops no matter how optimized their avatars are. Hell, even hiding everyone's avatars so they're just grey robots still drops my framerate considerably.
G
GeekyGami
If you could load the Steam version with -vrmode Oculus without SteamVR, this would alleviate the large majority of performance issues with that version of the game
God⛧
Perhaps better tooling for world-creators to see where performance loss comes from.
-ReFleX-
This game is still the only Vr game i can talk about with EVERYONE that is so frustrated on how it is so UN-OPTIMIZED. Even with optimized avatars!
I can play any other Vr game that is triple its intensity and still run the game twice as better than vrchat can run in a world with less than 6 people in it. its an absolute joke and is really embarrassing that no amount of hardware can fix it.
To then figure out vrchat is cpu bound and only uses 1 core.... 1 CORE!
Why not allow the game to support hyper threading and actually use ur computer the way its suppose too instead of it running like a restricted console platform.
Well Unity 2019 supports hyper threading and can honestly solve so many problems.
I believe that vrchat could really be the future and one of the major draw backs of this game is its performance. people getting sick in vr cause of how laggy it can get and crashers in game is getting old and ridiculous. pls fix this.
Table
-ReFleX-: VRChat is already multithreaded, Unity 2019 isn't going to change that aside from making
Unity
functions better threaded.VRC's overhead is roughly 0.9ms; if you're lagging, it's the avatars and world around you, and there's a lot you can do to mitigate that!
kawashirov
Also I noticed in last versions of VRC it's (almost) eating one CPU core even if you alone with simple avatar in empty lag-free world w/o physical objects, TVs, etc that can use CPU. That strange if you put game in minimal load conditions and game still consumes a lot resources. In mar-apr I was able to afk in vrc w/o loading pc very hard, but today it's problematic.
symphony
some limitations on polys and shaders of custom character models should help
Mute
Definitely a priority, at any rate. Useful for many laptop users and VR users alike for performance legroom. Honestly, even a more in-depth settings menu in-game to be able to tweak compromises for CPU performance would be beautiful here. Not many options.
Would love to be able to do more in the background, really. At the time being, as it comes to me, I can't run much of anything useful without some this-game-specific Oculus tracking stuttering (8th-Gen i7, GTX970, 0.8 Supersample). It's an interesting issue.