VRChat Avatar Tutorial - VRAM Optimization
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- čas přidán 1. 08. 2024
- Hi, I'm Teeh. The VRChat Feb 16 developer update announced new changes to performance ranking. Let's take a look.
Need help? Wanna show off?
/ discord
VRChat Performance Ranking Documentation
docs.vrchat.com/docs/avatar-p...
VRChat Feb 16 Developer Update
ask.vrchat.com/t/developer-up...
Optimizing Texture Memory (VRAM) & Size by Razgriz
www.poiyomi.com/blog/2022-10-...
VRC Avatar performance Tools by Thry
github.com/Thryrallo/VRC-Avat...
0:00 Hi, I'm Teeh
0:13 Graphics card breakdown
1:02 What happens when we run out of VRAM?
1:23 Getting the tools
1:48 Texture import settings explained
2:20 Fixing quality problems and best practices
3:19 All done!
3:30 Outro - Jak na to + styl
Big thanks to my buddy Teeh for contributing some great content to the channel! Due to how busy I am with college I can't create content as often as I'd like to, so having talented people like him is a miracle.
He has another great video on his channel on AudioLink avatar basics, go check it out if you're interested!
czcams.com/video/NpLp8lm-2EI/video.html
TEEH IS AWESOME
hiiii soyo 😊
This video couldn't come at a better time. Pretty shocked to see just how much doubling the size actually quadruples the pixel count. I will be going back into Unity and making texture optimizing a higher priority. Thanks co-host Teeh!
thank you for this video. i needed to compress textures and had no idea how to get there.
I love the updates to Thry's VRAM tools since this video. You can easily save some VRAM by changing texture compressions based on it's recommendations now. I had an avatar I was working on that was using 730MBs of VRAM and just changing the recommendations based on what it said cut it in half with ZERO resolution loss. So good.
i like how you said: "ok, do this if you want to be optimized... or don't. I'm not your mom".
2:29 crunch compression rarely actually reduces file size to any significant degree, so it's best to completely avoid it unless you have a specific reason to use it.
Nice and very helpful video as always, thanks for this!
Whoa, this is a game changer for me! Thanks for sharing hour knowledge! 🙏
lol teeh doing the video instead of sippbox, is like anthony doing linus tech tips instead of linus. teeh sounds similar to anthony too, coincidentally.
good bideo
thanks
This worked really well for me, I was finally able to upload my Quest compatible avatar because of this, thank you
Ty! Fun watch. Digested infoooo.
Thanks for posting
You make great videos
Finally. Cannot like this enough. This was extremely easy to digest and exactly what I was looking for. Thank you for giving someone the platform to do great things and thank you for this collaborative work.
Thanks man. That Thry tool was a God send.
U are a True Hero!!! Finally someone speak up and call the Issue by its Roots, thats a huge Problem to enjoy VRChat all the Time 😊
grate tutorial an its about time people start doing this when making avatars. i was already doing this for 3 years now as it was necessary for my quest side avatars - so i did it on the PC side too - which are both sub 10MB but yeah - my poly counts are high but nothing can be done for the things i want.
again - grate tutorial =3
Teeh has a radio voice. Good video
Oh neato. Cheers!
wow i love the graphics. This would have been handy for me when I was actually building my first computer lmao
This is why people have been asking for Avatar LOD support for years now… as that will only load what “your” system can handle and uses lower quality versions of everything else… fallback avatars are decent but only really useable if you have a main model that you always use and not when you switch around often as the fallback does not switch with you
I wish there was a way to go back and process old uploaded avatars to add mipmap support to help support LOD. This would likely lead to this feature being supported sooner as so much old content doesn't support mipmaping correctly.
"A buttery smooth 40 frames per second" - that just killed me hahahaha, sums up VRC pretty much
Im really liking seeing more talk about optimization happening in the VRC scene. I know most avatar creators are just figuring stuff out as they go so they make a lot of bad optimization choices without even knowing they are. So its good to see informative videos like this explain just why certain things can cause such huge performance hits. Instead of just "VRC runs bad the devs should fix it"
I agree, but vrc could also run better, 2 things can be right even if one is more right than the other (the more right being optimize avatars, which I am now learning)
this is teeh!!! omg
i like this
In trying to optimize my avatars more as ive become familiar with the whole process of making an avatar, I've noticed that default unity settings include the alpha on textures that dont need it, saves a certain amount of vram too. Any other tweaks that matter besides just size?
Teeh feature LET'S GOOOOO
use of normal quality is reasonably acceptable but allows you to save your memory about twice as far as I remember. Hight quality is best used for textures with transparency and for normal textures it is possible to increase resolution without losing size
Can you do a guide on how to make something orbit your character so like if I wanted a ball to orbit a avatars tail as like a idle or default animation that is always happening how would I go about that
Can you please do a tutorial on how to fit clothing on avatars in blender for VRchat??
Will this help to reduce the file size to make it quest compatible? I’ve tried everything and still stuck at 15mb
i can only put 10 mb maximum fof avatar setting and i keep crashing or lagging how can i fix that
Hey, what’s the model you’re using? I’ve seen a lot of customized versions and have no clue where the base model is
How do you lower Mesh Memory in to Green?
I wonder, have many people used SDF shaders/materials to reduce texture size for vector graphics?
SDFs have been used extensively in Source games for this kind of thing!
TEEEEEEEEEH
hiiii Lin ☺️
Teeh gang
😤
But how does this reduce the avatar download size for quest?
1. how does "what" reduce avatar download size for quest? I cover quite a bit in the video
2. when did I claim anything would reduce avatar download size for quest
Optimize today for a better tomorrow
How did you color your model like that? Id like to change my colors too
Bro do you have the model? I’ve been looking for it for a few weeks now lol
@@linnvr its the usasaki model on Booth its 35 bucks usd
@@HuesterDaTuber oh hell yeah, thanks
Does the large size only affect the owner of the avatar؟؟
It affects anyone who loads the avatar.
Effects everyone, and it all adds up along with world data, mesh data, blendshapes and other things that also need VRAM.
Once the combined total hits your graphics cards capacity, welcome to single digit frames.
The other major symptom of hitting your VRAM cap, is that when you hit it your system will start desperately shifting around what's being stored where, with barely any wiggle room. This is horrifically slow, and is the most common cause of those long chunky 5 to 10 second freezes whenever someone loads an avatar, or every time you turn your head.
link in the thing
My avatar has 600 polygons is that good enough lol
"link in the thing" wonderful scripting lmao. anyways this helps alot thank you!
I quitted vrchat because it crashes due to VRAM usage all the time, very nice to see they made this.
So how do I do this on quest I don’t have a pc
Shouldnt the arrow in the thumbnail be reversed? hmm, you wanna go lower texture memory right? Super awesome video though, just recently started looking at normals and mask quality since its my biggest vram theifs
Yes, I fixed that, but it seems to not be showing up for some people 😅
We were testing to see if you're paying attention
(੭ ˃̣̣̥ ω˂̣̣̥)੭ु⁾⁾ Wait, why wouldn’t you use 8k textures on shoes??
Broo-ha-ha.
Typical VRChat avi makers will see this and blame tupper instead
I just watch it cz I thought it was very informative and I gotta say that I just learned somethings, thank u, but the truth is, I don't care abt the performance rank at all, I make my avatars with 1 mesh and 1 material, and with texture quality settings to have the best looking texture, anything else, it's their problem
That's incredibly selfish, especially after this video explained why it's a problem for everyone. Kinda strange to just admit it so casually here. '-'
@@UnknownSquid It's perfectly fine! Nobody has to load their avatar that doesn't want to.
So Basically no more fancy shaders that rely on multiple texture maps unless you reduce them all to 1k...
I have a 4k texture and a bunch of 2k textures on my avatar, it easily ranks as good at 38 MB of VRAM usage, please don't make stuff up because you're too lazy to press a few buttons in Unity.
@@117-0Oh quit being a jackass, I literally reduced all of my textures to 2K and even 1K and it's still 100MB...
If you need help getting it figured out feel free to reach out on Discord as mentioned in the video.
Full Body Dancers have the worst optimization I have ever seen