VRChat World SDK missing VRC Ultra quality, defaults to VRC Mobile.
tracked
Wındmıll
Latest SDK versions are missing VRC Ultra setting entirely and viewport defaults to mobile, which gets in the way of work due to being unable to see PC-only features such as directional light shadows for things like depth pass (needed for water shader).
Setting manually to VRC High works and play mode will run at what seems to be VRC High, but after leaving play mode, it defaults back to VRC Mobile.
I've tried adding VRC Ultra manually by recteating settings from older project, but restarting Unity will delete said profile.
I've tested on version 3.2.1 and 3.2.3, so I don't know exactly when this issue began, but it's there and it's easy to replicate by making a new world project.
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anatawa12
Momo the Monster I don't know if the missing Ultra is expected behavior of VRCSDK but if it's expected, I think this canny can be closed since the "defaults to VRC Mobile" problem has been resolved in VRCSDK 3.3.0.
Tupper - VRChat Head of Community
tracked
Changing status to a more accurate state.
Momo the Monster
in progress
Silent
The source of the issue seems to be that the Ultra quality settings are missing from EnvConfig.cs (com.vrchat.base\Editor\VRCSDK\Dependencies\VRChat\EnvConfig.cs) and the function that overrides the Unity graphics settings with VRC's presets will set them to the 4th entry (which was previously Ultra and now Mobile).
Wındmıll
Silent: Thanks for finding this. I think I will temporarily bring a known good copy of that file from my older project into what I'm working on until a proper fix comes out.
Asovrix
Silent: I think removal of Ultra preset is in line with in-game behavior, where ultra preset has also been removed along with recent menu revamps.
Highest quality preset is now High.
Wındmıll
Asovrix: That makes sense. And based on what Silent pointed out, it seems to default to 4th entry and VRC devs simpy forgot to switch default from 4 to 3.
Vesturo
was able to re-produce this as well on 3.2.3, can greatly hinder the workflow imo
Tony_Lewis
Just to note,
Shader Issue may only happen in-editor.
(Unless you changed in-game Graphic Setting intentionally.)
Wındmıll
Tony_Lewis: This is correct and it works in play mode as well, but it does hinder the workflow when working with some of these shaders. Especially if you're working with something that needs a depth pass and you're unaware of this issue and start troubleshooting in a wrong place.
4liceD
Started happening with 3.2.3 for me as well. 3.2.2 doesnt show that behaviour.