[798] Trail Renderers make Bounds Size equal to the distance from you to World Map 0,0,0
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Lightning Test
Please consider just not having Bounds Size in the calculation any more, it's already effectively unrestricted because it's set to Medium. Also on Quest, this likely means anyone who wants to use a Trail Renderer will simply be force hidden ("Very Poor") due to bounds issues. Unless you're actually at 0,0,0 or very near those coordinates on the Map. Then your bounds will be within limits.
It really makes no sense because with the Trail Renderer off and time set to 0 (and even with the component off) it counts your distance to 0,0,0 on the map. Even if you didn't spawn there, even if 0,0,0 is unreachable (spawn can be anywhere) on the World Map you're on.
TL;DR Just remove Bounds from the calculation or Trail Renderers will mark every avatar on Quest as Very Poor 99% of the time, and on PC they will be capped at "Medium" as that is the new low for PC avatars with otherwise "Very Poor" bounds.
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hakanai
This is a duplicate of a ticket I rose as soon as it started happening, but I can't find the ticket because Canny's search feature is so useless. :(
You can reproduce it without a trail renderer as well. I had it happen with an avatar with a single mesh renderer with a single vertex.
There's also this report from 2018:
Lightning Test
hakanai: Different issue, this occurs for trails that don't use the snail marker method of moving to -10000z and calculates bounds to map 0,0,0 instead of static bound. You can get the avatar to appear as Excellent by moving to the world coordinates 0,0,0 and each time you move away from 0,0,0 you can see the bounds size increase, or decrease as you move back. Seems that disabled trail renderers are detected as always calculating the distance from 0,0,0 to you using whatever detection method they use.
FYI we had a workaround for the Snail method when the performance ranks dropped. Just don't move your snail marker to -10000z (or whatever far-off distance) until you use a gesture. For example, have it activate with Point and all other gestures, but move to -10000z with all other gestures except Point, so you need to use only Point to activate it (draw) and any other gesture will "hide" it by keeping it active but moving it far away fast enough for a gap (works by leaving only transparent parts of the trail segment in view) in writing. Basically that's how it always worked, but now the moving to -10000z is an active process put onto the gestures themselves. That way the performance rank system won't count it against you. Unless of course someone who has not evaluated you since load-in,opens their menu. and looks at you for the first time while you hold the gesture, which is when it re-calculates stats for other users. But that also doesn't really matter since it's local to their client.
hakanai
Lightning Test: That other issue might be different, yeah... it seemed like a similar thing on the surface.
My own issue was exactly like you say though, where it uses world origin as part of the calculation for some weird reason. I discovered it literally as soon as the new performance system came in, filed it, and then heard nothing about it forever. :/ And of course now I can't find the ticket. So maybe it just got deleted.
Lightning Test
Also just to add to my idea of removing Bounds Size from the calculation: You're now changing the system to look at hidden objects, because theoretically an avatar could exist that shows all its hidden objects at once. You're planning for the worst case scenario. If that makes sense to you, then looking at Bounds Size makes no sense. Bounds Size determines if something will render, or if it will be detected as "Off Screen" and de-render. Nothing actually stops someone from being near enough to all the other players to see and render them all, so you should just assume every avatar will render. Assume the worst, hope for the best.
Also virtually any prop placed on the Armature can explode your Bounds Size without actually making your Skinned Mesh render for them. If you make a fishing pole appear in your hands, and someone who hasn't already looked at your avatar stats opens their hand menu for the first time since you loaded in, it calculates your Bounds as being enormous because the fishing pole sticks out far enough. But your actual bounds stay the same. You can test this by putting an Animator on your Body Mesh, and activating it temporarily with an Emote or Gesture to freeze the Animator, to make a change to your material or Blend Shapes--people not looking at you will not see the change, people looking at you will. Even if the fishing pole was visible and prodding them on the shoulder from behind.
I cannot encourage you enough to remove Bounds Size entirely from the Avatar metrics, it's not working properly and doesn't mean anything in terms of "Worst Case Scenario" logic.
Tupper - VRChat Head of Community
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