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Would be nice to save me the effort and just make it so particles stopped working so headsets can stop breaking, but eh... the very few devs VRC has have something more pressing, like the issue of being able to pick a username and load any of their saved avatars, regardless of who's where... yeah fixing that might be more important. Oh well.
Particles can be great, if handled responsibly. So, I am an unapologetic, yet trying to be intentional and considerate, particle user. I test my stuff and rebuild/tweak it often to be pleasant and unintrusive, and try to keep the particles localized, not all over the map. However, I can completely appreciate OP's concerns. I've seen some of those abrasive or trolly particles, and they can be annoying. I'm sure some people have probably found my particles annoying, but most times, the reaction is great, and draws and enthusiastic crowd. So, most particles, I find pretty fun and atmospheric in game. You never know what someone might have up their sleeve and that's a big part of the fun for me, is seeing the custom animations etc that people have created.
If you are worried about lag or framerate with custom avatars, this is an excellent read (must read if you are a new designer) on avatar optimization, what causes lag, some common misconceptions, and the effect of various stuff like particles, materials and textures on lag. I learned a lot and was able to greatly optimize my avatar from said info. It's so critical, imo, I'd love to see it stickied as so many people are learning to make avatars for VRChat.
From the VRCat Forums:
https://vrcat.club/threads/what-is-optimization-and-why-is-it-important.65/
Good luck! And make sure to optimize those avatars (and particle effects). You don't want to be that one guy lagging out the room.
From a design standpoint, at some juncture, they probably said, ok, if players are uploading avatars, we should put some cap on polys (and size, and volume etc) for player models, so what sounds reasonable. Maybe it has to do with file size? Maybe a worry that poly limits would get pushed to the point it would start making a difference?
I would guess that no poly cap, like left comepletely to the user, would lead to insane poly counts which at the 50k or 80k might not have much effect but when it gets to the millions or something could be problematic? Or maybe, as I said, it's arbitrary or based on other factors. That's my best guess.
Tupper has a lot more posts sticked in steam and on the other forum, it might be answered in there?
You must be fun to be around. Blocking knuckles, spammers etc, sure.
But blocking someone the minute you see the tiniest particle? Jesus christ.
As far as I can tell, doesnt particle total directly determine the total number of particles than can be rendered as part of the animation to begin with?
So, in a different situation, say a 3 second animation where the particles had a longer decay, that total number would matter because it would translate to more available rendered particles, scaling with the emit rate, decay length, and duration. Like if your total is 1000, and your duration and emit are high enough, you will get 1000 rendered particles available over the length of the animation. But, if the anim called for more particles than were available total (due to length or emit being too high or total being low), there is a gap in the animation until it looped as the particles run out. So, if the particles don't decay quickly, a high total seems like it would directly increase the total rendered particles, which seems to me, just the other side of the same coin. So, I'm not sure based on my limited understanding if total doesn't matter at all, or if anyone should set it to a million, UNLESS they had fast decay and low emission, lol. I agree though, that limiting total rendered particles in game would be a good solution, and sounds cleaner, since emission rate is also related to other variables like speed, length and total to determine rendered total. Or am I really not understanding something about how this works?
I've been frozen or even crashed out so many times by particle arseholes that this is the only solution.