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4gb ram, i5 -6800 , r9 amd or gtx
Shut your trolling trap invad8er (for second post)
Hmm, I got an i7-6800K and VRChat refuses to take up more than 17-18%,
while my 1070 GTX is yawning too and not hitting cap,
(and 32GB RAM are not filled up either)
getting extreme shaky moments in ANY crowded area and can barely move.
Neither SteamVR, VRChat nor ANY other process on my system
did get my system fully used at those moments.
An additional problem are users with unoptimized avatars,
that shoot around particals (not optionals in animations but all the time),
while already scratchingt the 20k max. polycount.
I wonder how much CPU cores the game actually supports
or if it just got a certain percentage it won´t go over...
Patience.
my 8gb HP Probbok then goes 10-15 fps with 6 or even 6,5gb at a Pub when there's atleast 20 people...but somehow they hear me normally
....just need better machine and I will not lag....unless it's my own avatar with particles who does that
AMD FX-8320 8 Core clocked at 3.6GHz
Radeon RX 570 8 GB GDDR5
24 GB of DDR3 RAM
In my own private world with 2 friends I get 100-200 fps using desktop or vr
In a public world:
If I am lucky I get an upwards of 60-70 fps
On average I get 20-30 fps
The public world fps I listed are while using my VIVE.
On desktop it usually stays at a steady 70-90 fps in a public world as long as I keep Dynamic Bones limited
One thing that helps is putting "--fps=9999" in the launch options to uncap frame-rate
Be sure to turn on the dynamic bone limiter. I don't think it existed when this thread was started, but it does now.
This game has pretty basic graphics and generally low poly counts. However, because people can make their own content (mainly avatars) and everyone wants to look as good as possible (with their own definition of good) it means that people put a bunch of effort tacking things onto their avatars with little consideration of how it will impact the performance of those around them.
People running around with 5+ meshes, 30+ materials, 200+ bones, and 400+ dynamic bone collision checks are the ones killing your FPS. You can set the game to automatically block these avatars completely or only disable the dynamic bones to help get better performance.
(starting to rant...)
And for those complaining that their performance sucks while their CPUs are sitting at 12-25% utilization; the problem is that the dynamic bone component everyone is using runs on the CPU and is single-threaded. So your fancy 8-12 core with SMT isn't going to help.
Until we can get our hands on a freely available dynamic bone equivalent which runs in parallel on the GPU, performance is going to continue to suck no matter how much money you put into your hardware.
And... since there's no timeline on getting such a component in Unity, the only viable solution right now is to limit people's usage of the component. This is exaclty what the VRChat team did many months ago.
My recommendation, which not all will agree with, is to make use of the performance features the team has added to the game and block all avatars that don't meet a minimum bar of optimization. When people realize that most of the people they run into see them as the generic grey robot avatar and not whatever they want to be viewed as, perhaps they'll finally feel pressured from within to use something else, or put in the effort and optimize their avatars.
/rant.
Hope that helps.
this reminds a lot of Pubg and fortnite.