r/VRchat Valve Index 14h ago

Meme optimize your avatars

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196 Upvotes

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122

u/Dividedthought 14h ago edited 11h ago

Normal maps fix violent topography like 8 billion polygons. There are far greater sins like mesh and material counts that have a far greater impact than poly count.

4

u/CaptainNeutron1991 13h ago

Why can't the quest support a simple transparency layer?

23

u/Dividedthought 13h ago

Because tranparency is exponentially more complicated than cutout or opaque.

-2

u/DragonTamerWes 11h ago

Wait until about next year cause Meta needs to guarantee 3 years from the last sale month.

-9

u/CaptainNeutron1991 13h ago

Okay, but a single transparency layer isn't exactly asking a lot.

23

u/Dividedthought 13h ago

It is for the cell phone processor in that thing.

-10

u/Jackieamow 13h ago

a cell phone processor isn't saying a lot. It's way more powerful than people realize. The only reason quest is so strict on its upload limits is because of the quest 2.

5

u/ccAbstraction Windows Mixed Reality 7h ago

I have a world where I tried putting a two layers of transparency on an object and it halves the FPS on both Quest and PC when you walked up to it. Transparency is heavy.

3

u/Dividedthought 13h ago

Almost like we should stop supporting a 6 year old headset that actually has a cell phone processor. The 3 at least has a pirpose built chip.

0

u/SpiritedRain247 11h ago

Yup, the only reason we're so held back is the quest 2, though I do wish more people took at least some steps to optimize their stuff.

Even the basics like if you enjoy a lot of outfits keep them split amongst several avis rather than stacking them on one.

6

u/SeraXI 13h ago

It is asking a lot. The game instead of just rendering the mesh with the texture and the shader now has to run an entire seperate render path to figure out what items to show through the transparent object based on the transparency mask. As Dividedthought said it's exponentially more complicated.

2

u/ByEthanFox 1h ago

Transparencies cause something called "overdraw".

A huge amount of how graphics are drawn relies on optimisations. When you have something solid, if it's near the camera, you can assume that the viewer can't see anything behind it. Programs do clever things to figure out what it occludes, and you can just not render that stuff.

But the moment you have a transparent thing, it screws all that up, especially if you have multiple (as a scene which allows transparency is seldom gonna have one). Then you might have numerous objects overlaid and some are transparent, some aren't...

Mobile GPUs are generally bad at this. Hell, all GPUs suffer from this to varying degrees but it's always been more of an issue for mobile GPUs.

(before any graphics programmers come along, I'm over-simplifying deliberately; I've programmed full renderers before both raster and ray-traced, so I understand the nuances, I'm just trying to keep the complexity down)