VRChat
Optimized Avatars?
A lot of places ask that you use one of these but all the ones I like are poor or very poorly optimized. Is there a way to find better stuff so I dont feel like a jerk joining worlds?
Originally posted by Lobstersaurus:
Originally posted by See you guys in Turbo Heaven:
Originally posted by Sir_Positive:
^
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.
I see, well it's certainly not a problem on my end. I just don't want to contribute to the game being hard to play for others is all.

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.
< >
Showing 1-7 of 7 comments
Felkuro Jan 7, 2019 @ 10:59am 
i mean...97% of the avatars are poorly optimized... Its not much of a problem unless you run on a potato.
TheUnknown Jan 7, 2019 @ 11:08am 
^
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.

Originally posted by Sir_Positive:
^
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.
I see, well it's certainly not a problem on my end. I just don't want to contribute to the game being hard to play for others is all.
The author of this thread has indicated that this post answers the original topic.
Lobstersaurus Jan 7, 2019 @ 12:27pm 
Originally posted by See you guys in Turbo Heaven:
Originally posted by Sir_Positive:
^
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.
I see, well it's certainly not a problem on my end. I just don't want to contribute to the game being hard to play for others is all.

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.
Last edited by Lobstersaurus; Jan 7, 2019 @ 12:30pm
Originally posted by Lobstersaurus:
Originally posted by See you guys in Turbo Heaven:
I see, well it's certainly not a problem on my end. I just don't want to contribute to the game being hard to play for others is all.

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 it's "poor" compared to someone with 40 even though they are both labeled as "poor".
Thanks this is really good advice! Exactly what I was hoping to learn <3
Lobstersaurus Jan 7, 2019 @ 12:32pm 
Originally posted by See you guys in Turbo Heaven:
Originally posted by Lobstersaurus:

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 it's "poor" compared to someone with 40 even though they are both labeled as "poor".
Thanks this is really good advice! Exactly what I was hoping to learn <3

I edited my post a bit late and added some stuff to it. Thanks and enjoy the game!
Last edited by Lobstersaurus; Jan 7, 2019 @ 12:32pm
SHOKK♥ Jan 8, 2019 @ 12:14pm 
The system currently broad strokes people. Some components will mark you as poor/very poor when in reality you don't harm FPS at all.
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.
Last edited by SHOKK♥; Jan 8, 2019 @ 12:16pm
< >
Showing 1-7 of 7 comments
Per page: 1530 50

Date Posted: Jan 7, 2019 @ 6:34am
Posts: 7