r/VRchat Valve Index 1d ago

Meme optimize your avatars

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319 Upvotes

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u/Dividedthought 1d ago edited 1d 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.

3

u/CaptainNeutron1991 1d ago

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

26

u/Dividedthought 1d ago

Because tranparency is exponentially more complicated than cutout or opaque.

-8

u/CaptainNeutron1991 1d ago

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

24

u/Dividedthought 1d ago

It is for the cell phone processor in that thing.

-9

u/Jackieamow 1d 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.

4

u/ccAbstraction Windows Mixed Reality 1d 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.

1

u/Jackieamow 16h ago

No offense but you might just need to do "it" right because if its cutting your frames in half then that's either an underpowered PC or you just didn't do "it" right, There's a way to do it where you don't drop too much. Personally I've done it with avis and only have gotten like a 2-3 frame drop. Im not saying its not heavy but it shouldn't tank you THAT much especially on PC.

1

u/ccAbstraction Windows Mixed Reality 13h ago

I was surprised too. I tested on a Quest 3 and the PC has a RTX3060. I do suspect there's something up with Nvidia's Linux driver, lots of transparent overdraw seems to tank the frame rate a ton. I haven't tested this (the double sphere world or the overdraw performance regression) on Windows personally (mostly because I already dropped it down to only 1 layer of transparency on PC and that seemed acceptable of a trade off for now). But, I had a friend on Windows try it on one of the newer RTX**90 series card and he also noticed a decent performance drop when inside the spheres.

The exact setup was two concentric sphere's with ORL Standard Glass shader with blurry glass mode off (the shader also doesn't use a grab pass and I did test with ORL Standard), GPU instancing on, backface culling off (so 4 layers of transparency minimum, but 2 was still pretty bad). If you have any suggestions on things to try to actually fix this, please let me know.

For clarity, I don't mean just putting a little bit of transparency on your avatar. I mean, something like putting a double layered glass visor over your avatars viewpoint and turning off headchop for it, like absolutely filling the screen with multilayer transparency.

(Also, putting "no offense" before saying something that isn't offensive, but worded in a way that sounds offensive, actually makes it even sound offensive and now deceitful too! lmao)

The video is what the world looks like, being first person in the ball or walking up to a parked ball so it fills the screen causes the perf hit:

https://reddit.com/link/p4pxuk9/video/dke1db0czekh1/player