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shammy
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shammy
@shammytsi
dog. sometimes cat, sometimes other, always dumb
Katılım Aralık 2011
232 Takip Edilen1.2K Takipçiler
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Watched the Rick Astley Reflection tour last weekend with @shammytsi. Great singer and very entertaining. Rick was good too.




English

Thanks for these posts, they've been insightful!
From my experience, in all the communities I've been a part of, the poly count is the most difficult for people to reduce, and usually people can't get under 70k without it severely affecting the quality of their avatar. Even if they're experienced Blenderers.
This causes people to not bother with any optimisation because "why bother when I'm ranked very poor anyway" (a thought which I very much disagree with, but comes up a TON when I discuss optimisation with people across all communities, probably 75%+ of people come out with this excuse).
So when people aren't bothering at all, the easy-to-reduce things such as materials/submeshes then get ignored. People shouldn't do this, but they do, it bugs me, but that's the way it is.
Your claim here that those are the biggest offenders for failing might be because of this - rather than them actually being a problem it's just that people have given up bothering, despite them being easily reducable.
My favourite idea for the performance ranking being changed is having a weighted system, but from speaking to various staff members over the years that doesn't sound like it will ever happen.
I like to think that at the very least if the poly limit was raised this would reduce a lot of friction that exists for getting below very poor, and despite the limit being higher, on average we'd see less polys overall per instance due to more people actually seeing a more reasonable goal to optimise to, and putting in the effort instead of giving up immediately due to "being very poor anyway," and leaving their polys at 200k+, and materials and meshes unmerged
But that might be me being naive and optimistic xD
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Q: Any updates on updating the performance ranking requirements? 70k polys — even 150k — isn't the reason someone is lagging.
A: This is a common assumption but it's not accurate. Even a 5090 starts to choke at 10–12 million triangles in a scene. Triangle counts haven't been a useful raster benchmark since around 2010. AAA games use tricks (LOD, batching, culling) that VRChat can't apply because avatars each run different shaders and can't be batched. The polygon limit isn't the main culprit anyway — the stat most avatars fail on is materials/submeshes, not polygon count. More materials = more draw calls = more CPU time = worse performance. The limits aren't changing anytime soon.
English

Well, i guess we'll give it a shot.
Welcome to the first of hopefully many more weekly VRChat Dev Q&A megathreads.
Here's a full summary of the questions we've received and answer's we've given in the developer stream today!
If you haven't checked those out, join us on Twitch every friday and ask your questions there!
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✨VRTI v1.2 is now available on #Steam!
This update adds various improvements, including support for more treadmills.
The free edition is now available as a downloadable demo on Steam:
store.steampowered.com/app/4411910/VR…
More info @ raphii.co/vrti/changelog…
#VR #SteamVR #Treadmill #VRChat

Raphii@Raphiiko
✨I'm happy to announce #VRTI is coming to #Steam! Connect your Bluetooth-enabled treadmill to #VRChat and turn your real-life walking into in-game movement. Steam store page: store.steampowered.com/app/4411910/VR… Wishlist it if you'd like to be notified! #VR #SteamVR #Treadmill
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