Android builds take more space than PC builds of the same avatar
tracked
Fuuujin
So I've noticed recently Quest versions have been taking much more space than before. A model that was under 10 mb before is suddenly 12.75 mbs. I am not sure which SDK update did it, but it was around 3.5.0 I think.
One of the reasons might be the forced ASTC compression.
The thing is:
1.) I was not able to get the avatar under 10mbs even after forcing 8x8 block or 10x10 block. I am using one 2k texture and one 2k x 1k rectangle texture and one matcap.
2.) The meshes take more space on an android build for some reason. You can see in the images assetbundle stats from a PC build and from an Android build.
In project settings, Optimize Mesh Data was turned on, so that is probably not the issue.
The only difference between the PC and Quest build is it being built for PC or Quest. It is the same avatar.
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InuYasha86000
if this is still tracked, I notice this with quest worlds as well.I have a cross compatible world and due to the 100mb limit of quest, I am running out of space to do stuff, and one problem is for some reason, the quest side is roughly 10mb bigger in size than the PC side.
StormRel
tracked
D
Docteh
What tool is that? I like how it looks compared to the one I currently use: https://github.com/MunifiSense/VRChat-Build-Size-Viewer
For point 1 about the textures, I've noticed that ASTC is better on VRAM, but its less compressible into AssetBundles.
For the texture mesh size I just compared Unity 2019 (VRCSDK 3.4.2) and Unity 2022 (VRCSDK 3.5.2), not seeing a difference in the Uncompressed size of the FBX or the texture(both are ASTC). So would have to try and go older to see if the mesh size used to be smaller.
Fuuujin
Docteh it's this one