In addition, you can upload an avatar yourself to act as your Fallback avatar, but it must have a Performance Rank of Good or better and it must be marked as a fallback during upload. You will be able to choose from a list of our default avatars as your Fallback. If someone from another platform is looking at your avatar, but your avatar lacks an asset package for the platform they’re on, you will instead look like your Fallback. With Avatar Fallbacks, you will have the ability to choose an avatar to serve as your Fallback. We plan on addressing this with the Avatar Fallback system. Alright, but what about PC-only avatars? They’re robots too.Īvatars that only have PC assets appear as a gray robot on Quest. We will begin this process around the same time our next release goes out. Our hope is that the loosened limits along with the pressure to improve avatar performance will help reduce the “gray robot” problem, as well as improve performance overall. We have further actions planned, but for the moment, we would like to enact these changes and see how the community adapts. If no action is taken, the worlds will be removed from search.Contact the authors of these worlds and request that they either optimize the models they have uploaded, or to remove them.Find the most popular avatar worlds with Quest avatar pedestals that are mostly (or all) ranked as Very Poor.Most of these avatars come from avatar worlds, so we will: To be clear, the above changes do not affect VRChat on PC.Īdditionally, we will be taking some preventative measures to help “close the tap” of Very Poor avatars. These changes will be coming out in our next release, which is currently in Open Beta. If/when we decide to change or implement other limits, we’ll let you know. We have some additional ideas for the Performance Rank system that may allow us to be more specific with where we’re applying pressure. This is an approximate doubling (plus a bit more) of the previous limits for polygon count. Haven’t seen eyebrows like that since Amarao Initially we will be increasing the limit on polygon count for Oculus Quest specifically. ![]() This will make it easier to create avatars that fall within the limits, and hopefully encourage authors to create optimized avatars. Here’s our plan.įirst, since the hardware landscape has changed a bit (and after some extensive benchmarking), we will be increasing the limits for the Very Poor, Poor, Medium, Good, and Excellent Performance Ranks. There’s a few pathways, but we’re starting out slow. Let’s start with the “Perf Blocked” gray robots. How is VRChat going to address Very Poor avatars on Quest? Since essentially 100% of the content on VRChat is user-created, we’re going to be taking some steps to mitigate both major causes of the “gray robot problem”. The secondary reason behind “gray robots” is when an avatar hasn’t been uploaded for Quest. In the worst cases, VRChat will send you back to your Home or just crash outright. However, if we show many of these Very Poor ranked avatars at the same time, FPS drops, system memory fills up, and your performance tanks. Our goal is to have as many avatars showing as possible. We need to make it easier to make avatars that fit within the limits - or re-evaluate the limits themselves. Making a “Good” or “Excellent” avatar on Quest is difficult. This indicates that many Quest avatar authors are not making any attempts to optimize at all, and are instead uploading avatars intended for PC usage. Out of the Very Poor avatars on Quest, most of them exceed the limits by 10x or more. The vast majority of avatars used on the Quest version of VRChat are ranked as Very Poor, and therefore are hidden by default. The primary reason for placeholder avatars on Quest is the “Perf Blocked” reason.
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