Why Cant I Upload a Vrchat Avatar

Or, "Why Is Everyone Grey Robots?"

If you lot use VRChat on the Oculus Quest, you accept probably seen your fair share of the "gray robots" — the generic placeholder avatar that VRChat uses in place of a user's avatar in various cases. You lot've probably also noticed that there are a lot of them.

Why am I seeing a grey robot?

In that location are ii chief reasons you'll see these placeholder "gray robot" avatars: Very Poor functioning rank avatars, and avatars without a Quest asset available.

When an avatar is ranked "Very Poor" on VRChat for Quest, it is hidden by default. It will show as a greyness robot with the text "Perf Blocked" on the breast, and y'all can't see it until y'all click "Show Avatar" on each user you find wearing i. We do this to prevent performance issues on the Quest.

In add-on, y'all'll see more than gray robots when yous find someone using an avatar without a Quest version. These robots volition prove up with the thumbnail image of the avatar on their chest. Clicking "Show Avatar" on them won't do anything. Think of information technology like trying to put a Blu-Ray disc into a DVD role player — the player has no idea what the data is.

Okay, but why are at that place so many greyness robots?

Hmm, I wonder why?

The primary reason for placeholder avatars on Quest is the "Perf Blocked" reason. The vast bulk of avatars used on the Quest version of VRChat are ranked equally Very Poor, and therefore are subconscious by default. Out of the Very Poor avatars on Quest, well-nigh of them exceed the limits by 10x or more than. This indicates that many Quest avatar authors are not making whatever attempts to optimize at all, and are instead uploading avatars intended for PC usage.

There's a few reasons for this. Making a "Good" or "First-class" avatar on Quest is hard. The limits are quite stringent. We need to make information technology easier to make avatars that fit within the limits — or re-evaluate the limits themselves.

Our goal is to have equally many avatars showing as possible. Nonetheless, if nosotros show many of these Very Poor ranked avatars at the same time, FPS drops, system memory fills upward, and your performance tanks. In the worst cases, VRChat will send you back to your Habitation or just crash outright.

The secondary reason backside "gray robots" is when an avatar hasn't been uploaded for Quest. This is a harder trouble to solve.

Since essentially 100% of the content on VRChat is user-created, nosotros're going to be taking some steps to mitigate both major causes of the "grey robot problem".

How is VRChat going to address Very Poor avatars on Quest?

Let's kickoff with the "Perf Blocked" grayness robots. There's a few pathways, but we're starting out wearisome. Here'due south our plan.

First, since the hardware landscape has changed a bit (and after some all-encompassing benchmarking), we volition be increasing the limits for the Very Poor, Poor, Medium, Good, and First-class Functioning Ranks . This will make it easier to create avatars that fall within the limits, and hopefully encourage authors to create optimized avatars. Initially we will be increasing the limit on polygon count for Oculus Quest specifically.

Oasis't seen eyebrows similar that since Amarao

This is an approximate doubling (plus a bit more) of the previous limits for polygon count. We have some additional ideas for the Performance Rank system that may allow usa to be more specific with where we're applying pressure level. If/when we make up one's mind to modify or implement other limits, we'll allow you know. These changes will be coming out in our next release, which is currently in Open Beta.

To be clear, the to a higher place changes exercise non affect VRChat on PC.

Additionally, we will be taking some preventative measures to aid "close the tap" of Very Poor avatars. Most of these avatars come from avatar worlds, so we will:

  1. Find the most popular avatar worlds with Quest avatar pedestals that are mostly (or all) ranked every bit Very Poor.
  2. Contact the authors of these worlds and request that they either optimize the models they have uploaded, or to remove them.
  3. If no action is taken, the worlds volition exist removed from search.

Nosotros have farther actions planned, only for the moment, we would like to enact these changes and see how the community adapts. Our hope is that the loosened limits along with the pressure to meliorate avatar performance will help reduce the "gray robot" problem, as well equally better performance overall.

We will begin this process around the same fourth dimension our next release goes out.

Alright, but what about PC-only avatars? They're robots too.

Avatars that simply have PC assets appear as a gray robot on Quest. We plan on addressing this with the Avatar Fallback organization.

With Avatar Fallbacks, you will have the ability to cull an avatar to serve as your Fallback. If someone from another platform is looking at your avatar, but your avatar lacks an asset bundle for the platform they're on, you volition instead look like your Fallback.

You will be able to choose from a list of our default avatars equally your Fallback. In improver, you can upload an avatar yourself to act as your Fallback avatar, but it must accept a Operation Rank of Good or better and it must be marked as a fallback during upload. (That does mean you'll demand to reupload to utilize information technology). This fallback will be the aforementioned no matter what avatar you're currently wearing.

Equally an example, if you lot are wearing a PC-only avatar while speaking to your friend who is on the Oculus Quest, they will currently see you as a "gray robot". With the Fallback arrangement, you will instead exist able to choose how you appear to your friend while wearing whatsoever PC avatar that doesn't accept a Quest version! You can even cull one of your own avatars as your Fallback, as long as information technology meets the requirements given above and has been tagged accordingly during upload.

Avatar Fallback is a brand-new characteristic! Y'all tin can read more about in our documentation. It'll be coming out in our next release, which is currently in Open Beta.

We're making these changes to help solve (or at least mitigate) some of the more difficult problems for our Oculus Quest community — "anybody'due south a gray robot", and "wow, where'd my frames go after i clicked 'show avatar' on that wolfboy?"

Nosotros deliberated quite a long time on how to address these issues! We decided on an approach that would both let easier creation of avatars on the Quest platform, while also applying pressure to create performant avatars. We want to avoid hard limits on performance ranks on VRChat for Quest, only it may be an eventuality.

Going frontwards, we will continue to implement both technical and policy changes for VRChat on the Oculus Quest / Quest 2 to avoid the same "gray robot" and operation issues. In addition, we're continuing our ongoing performance piece of work for VRChat on Quest and PC.

We believe these changes will benefit the VRChat community equally a whole, and will make information technology easier to brand a performant Quest avatar!

andersonthak1967.blogspot.com

Source: https://medium.com/vrchat/vrchat-on-quest-avatar-performance-woes-1a3cc228a442

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