Add UV Discarding to Quest Shaders
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TrixxedHeart
In recent versions of Poiyomi, they've included a feature referred to as "UV Discarding" https://poiyomi.vercel.app/special-fx/uv-tile-discard
This allows users to use a secondary UV map on an avatar to put islands on specific parts of a tile grid and toggle their visibility. This allows one to use tremendously less meshes and materials in their avatars while offering a greater degree of customizability for their avatars.
Due to the nature of how at least Poiyomi's UV Discarding works (by default), it effectively prevents the discarded polys/UVs from being rendered at all, which in theory allows for a tremendous increase in performance statistics. (depending on how well such a feature would work on Android builds and there isn't some obscure Unity nonsense preventing it)
This would largely mitigate the current issue that plagues Quest where avatars are fairly limited in terms of ideal user customizability, resulting in many avatars people want to use being very poor, and thereby resulting in people showing nearly every very poor avatar they come across (when they really shouldn't) and ending up crashing.
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Tony Benson
On cross platform avatars avatar creator should give quest users the ability to take off any type of clothing. Some clothing might be PC only but for certain avatars one creator could not have it to quest. People can remove the clothing and I feel like that should be fixed with this.
White Lotuz
Merged in a post:
UV Tile Discard on fallback shaders
HΛSH
hey, I've rencetly learned about UV Tile Discard and I think it'd be neat to support the feature natively so that creators that have spent time optimizing their avatar in a way that's more efficient performence get rewarded for doing so by not having their shader fallback have all their toogles enabled
regards
Hash
Fax
Merged in a post:
UV Tile Discard for Quest Shaders
Bamber
With the current focus on optimisation of user created content, adding UV Tile Culling to Quest Shaders just makes sense, as without it my Quest uploads have to have more skinned meshes and materials than the PC upload does. (or be unable to toggle anything)
Shaun
This should also be implemented for pc fallback shaders so pc users can reliably use the feature without worrying about people seeing things they think are hidden
TrixxedHeart
I can confirm that UV discarding works on Android and iOS by the way.
Since worlds can use custom shaders on mobile I set up a basic poiyomi shader with everything disabled except for UV discarding and put it into a world for testing as can be seen below (iOS recording).
UV discarding pls with a cherry on top.
Skyibis
Necro but I'd love to see this implemented! It would massively improve what I could do with my Quest avatars!
Scout - VRChat Head of Quality Assurance
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HΛSH
Scout - VRChat Head of Quality Assurance: would it be possible to feed the discard data to PC fallback shaders as well?
Feilen
Unfortunately it appears UV Discarding makes use of alpha test, which is something we explicitly have to avoid on mobile. If there's a more predictable alternative I'm always down to look into it though!
TrixxedHeart
Feilen: While I'm not entirely sure what "alpha test" is, (I did try to google and look around before commenting) I think you're severely mistaken here and may have misread the original post. UV Discarding does not use any sort of "alpha" in it's rendering as it happens before shader fragmentation, which means no depth, no alpha, none of that sort, and if it does, that's only if it uses
pixel
rendering, which as you can see I said to not include multiple times, and that vertex rendering should only be used in this case for Quest.How it works is that it moves the verts to a null point and discards that from rendering. I believe this may provide some important helpful details for this.
I'm aware that it does make a note that it can effect the depth buffer in some circumstances, but that's obviously not your average case scenario.
Feilen
TrixxedHeart: ahhhh I'll have to see how that's impacted with tile rendering like on mobile, but that's promising!
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