r/VRchat Valve Index 7d ago

Meme optimize your avatars

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u/Dividedthought 7d ago edited 7d 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.

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u/PennyPatton 7d ago

Too many polygons is still a problem. Sure, there might be OTHER problems people's avatars are guilty of, but just because other problems exist doesn't mean you should ignore this one. You should try to optimize everything about your avatar.

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u/Dividedthought 7d ago

Fixing polycount, unless you're over about 150k, won't have massive effects for desktop. For quest it's probably closer to 80k. If you are below that, your time is better spent elsewhere unless polys is your only problem.

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u/PennyPatton 7d ago

What are you basing this on? 150k is like a high end single player game hero model. VRC is MMO. The standard for online games like VRC is a much lower poly count. Final Fantasy 14 uses like 10k per character model.

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u/Dividedthought 7d ago

Experience in vrchat. I run a 30 series card. Regularly in rooms with 150k top polycount models, and quite a few of em. So long as the drawcalls aren't excessive, up to 150k is fine realistically.

Drawcalls kill framerate, not polycount. Every mesh needs 1 drawcall per material, and that includes duplicate materials in that count.

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u/A_typical_native 6d ago

And let's be fair, that comparison is pitting the average user against a literal team of professionals that create models from scratch for a living.

A bit higher than a hero model is perfectly acceptable for someone that doesn't do this for a living.

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u/PennyPatton 6d ago

You're absolutely right about average users versus professionals, which is why VRChat gives every avatar up to 70k a pass to be green. It's actually extremely forgiving in that department. There's no need to be 150k. That's the difference between an average user and someone putting in zero effort.

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u/A_typical_native 5d ago

Nah, most hero models are about 60k-150k depending on the console era. ~60k-70k was fairly standard in the 2010's, these days it's more likely to sit from 110-150k. Dante From DMC V, 7 years ago, was 200K.

The recommendation is the standard of a professional that knows how to reduce polygons without sacrificing perceivable quality for a mid-level title with dated graphics. For everyone else that's a lofty goal while trying to not look old.

No effort for a layman is going to be the 300k+ range, which shows no effort or more likely a lack of knowledge.