Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
What he said, There's so many avatars with high polygons and this game requires a strong cpu
We can upload 20,000 polygon models before but a lot of people used a sdk to upload avatars in any amount of polygons so they made it so we can upload avatars to have 70,000
There's still avatars that have 100k polygons tho.
Polygons don't effect performance, unless some guy is running around with like a million plus polies.
If you want to help other peoples performance, find avatars with 0 colliders and limited Dynamic Transforms with only 1 mesh material...
If you have like 20 dynamic transforms, it'll be a lot more helpful even if labeled "poor" compared to someone with 40 even though they are both labeled as "poor".
Also be aware of how many people are in a room, if I'm in a room with 20+ people, I'll always switch to a green optimized character, and when I'm with less then 10 people, i'll switch to my "poor" avatar.
If you don't want to upload models, you can favorite ones you find in worlds. I'm sure it wouldn't be too hard to find a couple optimized models you like if you searched around a bit.
I edited my post a bit late and added some stuff to it. Thanks and enjoy the game!
1 Polygon over 70k immediately marks you as Very Poor.
While having a stupid amount of Dynamic bones put you in the same category.
Which one actually harms FPS?
The dynamic bones, obviously.
Don't pay attention to the Poor/Very Poor. Only pay attention to the WHY. High amounts of Transforms, components, and colliders will be the problem of FPS.
Through testing though, Polygons will usually touch FPS around the 120k-150k area, and that's with a mirror to really push it, so the accuracy of that will vary as this game handles it's own mirrors weirdly.