[1243] Move viewpoint clip distance back to quick menu
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AirGamer
Given that this setting resets regularly (either every session or every world change) it would be nice have quick access to this setting, such as from the quick menu
Alternatively it would be nice for these settings to save as per https://feedback.vrchat.com/feature-requests/p/1220-dynamic-mode-for-near-clip-adjustment-should-save-after-restart
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Smash-ter
I agree that the viewpoint clip distance should be accessible through the quick menu. It's extremely inconvenient to always go to the perf settings to turn it on every time you boot up the game
DarkSwordsman
I think this is at least a good compromise to them not allowing the clip distance to persist across restarts.
Veru_Smol
Even better if they could add it to the radial menu, that way I can quickly change it with one hand without clicking through a menu.
Strasz - Community Team
This makes sense. We're shuffling a few things around between menus and thinking about things like presets, so it's absolutely on our mind.
Rakㅤ
Can we also have this setting save between sessions. I'm a big boy and can turn it off myself if I see any visual anomalies as a result from it being on.
Scout - VRChat Head of Quality Assurance
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Observer․
Agreed. Already had to hunt for it twice this weekend in the main settings menu.
Alternatively, include this with the world creator update teaser of setting forced options for instances. Allow us to save our view settings by having it on by default in worlds, and world creators can opt to force it off through those toggles.
Shifting the burden to the world creator would be ideal here as if they are aware that their world needs to have a specific view, then they should have the tools to do that while it notifies the player on world entry alongside any other options available to toggle on instance creation.
GenesisAria
Observer․: If they are going that route, they should change the options to Dynamic, Dynamic (override world), and rename forced to Extreme Mode or something. And again, make them accessible.
Dynamic Mode cannot break any world in a way that isn't easily fixed by the creator (allowing them to force dynamic off is completely unnecessary tbh). Only forced mode (0.001 nearclip) can cause unsolvable graphical bugs.
Observer․
GenesisAria: You wouldn't be overriding anything the world creator has set. Just like you can't jump in a world with jump disabled. The toggles that were teased are a way of forcing some things or instance creators to turn certain features on or off as well.
The idea here is world creators need to understand how the camera works, and if they choose to force a specific viewing frustum they can do so.
I'm all for dynamic being on by default, that's what I use to not break the world I'm in while retaining the view I want in VR.
GenesisAria
Observer․: Yes but then we're going to get multiple obnoxious creators that will force a specific settings because they don't realize that their issue is easily fixed via other means (or just want to be a stick in the mud). I never approve of world creator authority, they are the minority, their customers are the masses, and the customer is always right. Forced authority at the hand of world creators has never ended up well for the majority users in vrchat. If creators want people to use their worlds more, they should strop trying to control everyone. Replayability comes with freedom.
ps: nobody wants to stay for long in worlds that don't have jump; also jump was never "disabled", it was just not added in the default sdk2 world prefab, so you had to manually add it.
Observer․
GenesisAria: As a developer you very much need control over the camera in many scenarios, from framing all the way to optimisation.
With the system teased, if it ever gets into any form of development (because I don't know what stage it is in), then I believe the players will need to be notified of what is enabled or disabled when they load into the world.
It's not as if you would not know your settings is being forced off, and you can leave. If suddenly every world creator is forcing it off then something else is wrong entirely.
GenesisAria
Observer․: You only need control over the farplane for optimization (though even that is largely unnecessary if you have good occlusion culling and/or occlusion portals set up). As a casual developer and researcher on topics such as these, i know the nuances of how and why. And framing is very easily worked within >=0.01 nearplane. Dynamic Mode is a non-issue, it needs to stop being made into one.
My point still stands about the control precedent. They are the primary reason we were never allowed to properly fly (amongst numerous other things), was because of a select few world creators that couldn't stop complaining about stuff like flying avatar colliders (they'd even keep jump off to prevent people from flying up even in worlds without games). It's to the point it just gets silly. I suppose they'll find out the hard way that people won't like their control schemes.
The onus should be on the world creator to fix their buggy/bad design, not give them a lazy 1-click solution that causes problems for users.
AirGamer
Observer․: I can see a reason for blocking forced mode (due to issues with rendering, or needing a long view distance), however, dynamic mode I feel should always be available.
It is worth noting that players who use very small avatars may run into issues (or for those that phantom sense, physical discomfort) if the near clip plan is forced to far. A world that forces a too distant near clip plane would be preventing those players form exploring the world in their preferred avatar when they otherwise would have been fine.
GenesisAria
AirGamer: People using exceedingly tiny avatars are minority, and this topic was more used as an accessibility excuse to get more clip plane options. If you want to go to something like test pilots, don't expect to be in a tiny avatar, that's just a technical limitation of the engine in it's current state. That or the world creator would have to employ fancy game dev tricks to skirt around this by doing stuff such as illusory perspective (in shaders) and make stuff closer than they seem.
GenesisAria
They should just separate Dynamic mode and Forced mode. Everyone keeps blaming forced mode issues on dynamic mode and using it as excuse to discourage people from using dynamic mode EVEN THOUGH they literally designed dynamic mode to minimize issues caused by it (which were very rare to begin with and all solvable by world devs). The dishonesty of this has grown very tiresome.
Kortir
Very much agreed. If it's going to reset between every login it should be much more readily available. I hit it literally every time I get in game, and it's a massive nuisance to have to find in the full menu. Full menu should be solely for things you don't need to change often.
AirGamer
For some reason I'm unable to edit the post, so I'll add this as a comment
Having it in the quick menu allows you to view more of the world around you which may help you determine if the clip distance is causing visual issues, as the quick menu covers a smaller section of your view
GenesisAria
AirGamer: The issues of dynamic mode are extremely rare. I've only seen a couple worlds have any noticeable skybox issues, and that's including back in context of the mod forcing it to always be 0.01 in every world. It's impact is dramatically overstated, and also very easily fixed by the world creator (tested and proven). ps: i world hop a lot so i see many many worlds.
AirGamer
GenesisAria: I was thinking more for those using forced mode, I always normally use dynamic myself.
It's worth noting that forced can cause more than just skybox/fog issues, I recall back in the modded days someone encountered a world where the lighting was broken with the near clip plane mod active, although an exceedingly rare issue I believe.
It does however serve as another reason to move it back to the quick menu, beyond just quick access.
GenesisAria
AirGamer: Yeah i've seen plenty of lighting/shadow issues, as well as floating point exacerbating as pointed out here, caused by forced mode or setting clip to 0.001 with mods:
I'm well aware of the issues it can cause. Hence they should be separated as settings, because they are completely different animals. If dynamic mode is causing these issues, it is folly on the part of the world creator as they set things up in a delicate or incorrect way.
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