MyroP

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MyroP

MyroP

@MyroDev

33 yo dude creating and exploring worlds on VRChat. I am mostly posting about WIP stuff, Unity and world recommendations.

Katılım Kasım 2019
130 Takip Edilen1.6K Takipçiler
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MyroP
MyroP@MyroDev·
I've just updated my theme park builder world, VRtual Park, with the Persistence Update! You can now save your progress and continue managing your theme park anytime. #VRChat #VRChat_world
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MyroP
MyroP@MyroDev·
@Raspberrykitty1 Sorry for the late reply. I'm not sure, it's a mesh renderer, so it doesn't have blend shapes to customise its shape, but maybe you could make it work by just adjusting the position and scale.
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MyroP
MyroP@MyroDev·
I just updated the Spiri'Vali tech glasses on my Gumroad, it now includes a variant for Furality Ultra. Shaders were made from scratch using the Amplify shader editor. Personally, I like how the AudioLink/video effect turned out. 🔗 Free download link in the replies #VRChat
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MyroP
MyroP@MyroDev·
The update can be downloaded on Gumroad, but if you prefer, you can also DM me on Discord (@/myrop, I have a PS1 Hagrid pfp) and I can send you the package directly. myrop.gumroad.com/l/spiritechgla… The running Avali (originally a Starbound mod) is just an example of what can be done with a flipbook texture. I can't share that particular flipbook texture on Gumroad due to licensing restrictions (non-commercial), so the package includes a different flipbook texture.
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MyroP
MyroP@MyroDev·
I don't know if it's exactly the same issue, but for worlds we have the issue that the remote player's collider is just a sphere at the feet level. There was a dev update mentioning a collider update, under "Remote Player Collider Changes" ask.vrchat.com/t/developer-up… Not sure why it's not implemented yet, maybe it caused some issues with existing systems.
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Liindy
Liindy@LiindyVR·
yea I this was one of my biggest hopes for vrc raycast. player collision. Sadly it works even worse than IK raycasts. VRC raycast only collides on the local POV. IK raycast only collides at the feet level, but correctly locally... pleaseeeeeeeee I NEED THIS FIIIXED
OrendCross@OrendCross

I love the VRC Raycast, but still the 'Hit Players' and 'UI Layer' option still does not collide with remote players I have FinalIK assets in the works that rely on on it, and wish to upgrade! I made a now tracked canny post on on 4/3, but who knows :< feedback.vrchat.com/open-beta/p/18…

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MyroP
MyroP@MyroDev·
The running Avali (originally created by "Ryuujin" as a Starbound mod) is just an example of what can be done with a flipbook texture. I don't think I can share that particular flipbook texture due to licensing restrictions, but I'll try to find one that is CC0.
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MyroP
MyroP@MyroDev·
Currently working on the "Furality Ultra" update of the cyberglasses shader, which I'll release as a free update. There will be an option to set a custom flipbook texture + parallax support. No ETA yet, as I'm also busy with a bunch of other things, but hopefully soonish #VRChat
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MyroP
MyroP@MyroDev·
@OkayDonuts Well done! It's a really nice short film. 👍
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MyroP
MyroP@MyroDev·
Currently, it's only possible to check if someone's on PC or Quest using U# (Unity's # UNITY_ANDROID preprocessor), but there's no built-in way in UdonGraph, and xCirrex is an UdonGraph dev. It's definitely an important node to have, since there are many UdonGraph devs out there (not as much as U#, but still)
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Gimini Gregorette
Gimini Gregorette@gregorette·
@xCirrex does bro just not know you can check which editor is in use to change attributes on upload? does vrchat's sdk block this? im a world noob but not a unity noob and fairly certain you could just... yk? use that as a boolean lol
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xCirrex
xCirrex@xCirrex·
My Pub world is Quest Compatible with all its mini games!! I have also started to work on a quest Laserdome for #VRChat and after a few quest projects I want to request a feature to make things easier for PC/Quest games that are built at the same time.
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MyroP
MyroP@MyroDev·
(2/4) Yes, 70000 polygons sounds pretty low, and modern GPUs can render millions of polygons really easily, they are designed for that. But, avatars use skinned mesh renderers (SMR), which are much more expensive to render than regular mesh renderers. The more bones and polygons the avatar has, the worse the performance. Add expensive animators in the mix, shape keys, a lot of separate meshes that don't get batched, and you can quickly run into a CPU bottleneck, especially if you're using a slightly older CPU, which I believe is the case for most people.
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MyroP
MyroP@MyroDev·
@Purriku_ Thanks for that correction, those are important points to mention as well, and good tips 👍
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Purriku ❤️ 🐾
Purriku ❤️ 🐾@Purriku_·
One little thing. If you are using realtime lights for depth. They need to be culled to a layer where there is no geometry to overdraw on. Ignore raycast layer is what I use. The goal is to trigger the pass since VRchat bars us from doing it properly. If the depth pass is making you lag. It's what you are putting in it. Not the pass itself. Depth pass is miles faster than the opaque and transparent passes. Only accept the depth light on shaders that need it. Ignore realtimeGI tag on baked opaque meshes is a life saver with mochie shader.
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MyroP
MyroP@MyroDev·
@Stereomuviz It's gpu skinned now? I know it can be configured in the Unity project settings, but I assumed (or more like, I was convinced) that VRC still uses cpu skinning since gpu skinning comes with limitations, for instance iirc gpu skinning has a bone count limit of 256 bones?
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stereo nezumi
stereo nezumi@Stereomuviz·
@MyroDev Although skinned mesh renderers are loaded on the gpu now, it's true that smr are way more expensive tyan static meshes, notthe gpu doesn't just process skinning calls for each smr, but also a separate skinning call for each of their active shape keys
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Swiss Angel 🔞
Swiss Angel 🔞@GtzigM·
@MyroDev my question is why are we even introducing performance rating gates if everyone has tools to automatically and selectively block avis. You mentioned culling or for example blocking avis based on performance rating.
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MyroP
MyroP@MyroDev·
(4/4) My personal opinion: Personally, I do believe that the avatar ranking system should be updated at some point, it's frustrating that an avatar can go from "medium" to "very poor" just because of 100 polygons. There are a few things I feel like that doesn't make much sense; for instance, treating polygon counts from mesh renderers and skinned mesh renderers equally, it would be more accurate to split them into separate categories. 8 SMR totaling 60k polygons can have a worse performance impact than 1 SMR with 80k polygons due to the higher draw call count (like I mentioned above, this difference can be really huge in certan worlds). A score-based avatar ranking system (calculated using a formulla) could be an interesting alternative, something like "performanceRanking = MeshRenderers * 2 + SkinnedMeshRenders * 8 + PolygonCount / 1000 + AvatarLight * 1000 + ..." you get the idea, I just threw in some random numbers.
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MyroP
MyroP@MyroDev·
(3/4) Worlds also play a role. Personally, my AMD CPU supports 3D v-cache, and in some large instances I can still reach max frame rate, but my PC always struggle in club worlds. One reason is that these worlds usually work with real-time lights to render special effects. To keep it simple : The scene is rendered once, which can already involve thousands of draw calls. When you add a real-time light in the scene that casts shadows, the scene needs to be rendered multiple times (depth calculation, shadow mapping, lighting passes...). This cost increases with the number of meshes (including avatars) present in the scene (That's why some comments say "if you add a RT light in the scene, the polygon count doubles"). Because of that, I'm not sure the performance-gated group instances will make a huge difference in certain worlds. Some worlds are simply not meant to render 60+ avatars, and in those cases, VRChat's avatar culling system will help a lot. But we'll see, I may be wrong here!
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MyroP
MyroP@MyroDev·
@ChocoResolve Nice, congrats on your world release. The world is big, so I probably missed a few spots, but it's really nice 👍
MyroP tweet media
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MyroP
MyroP@MyroDev·
The last time I asked that question was two years ago, time for an update! What's everyone working on in VRChat right now (Avatars/worlds)? Or what did you release recently? Share some screenshots/infos in the replies! #VRChat
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MyroP
MyroP@MyroDev·
@Purriku_ I just visited it, really cool world👍I like industrial-themed rave worlds in general
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MyroP
MyroP@MyroDev·
@5xa Interesting, I would assume this asset works with stations since the other player is perfectly synced, but stations disable player colliders, so I am surprised that portals are still being triggered 🤔 or maybe portals work differently than I thought.
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Karet
Karet@5xa·
@MyroDev So we figured out you can throw people through portals with this.
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