VRChat
21person Sep 5, 2020 @ 7:06pm
30 FPS when playing
- GTX 1070
- I7 7700
- 32GB RAM
When I play VRChat in the home world I get 90 FPS, but when I go onto a custom world with other people, I get 30-50 FPS. I understand that it may not be that optimized but I only have the avatar on in the safety settings (no shaders), and I don't experience lag in other VR games. Does anyone know why I get 30 FPS, is this normal?
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Showing 1-7 of 7 comments
Squid  [developer] Sep 5, 2020 @ 8:21pm 
Blocking shaders won't really affect performance at all, as most avatars will still produce the same amount of draw calls. A draw call in simple terms, is the instruction sent from the CPU to the GPU to draw something, and is the real bottleneck for most avatars. Most games optimise the amount of draw calls being sent, allowing more to be done by the GPU per CPU cycle. In VRChat, you are very much at the mercy of other users for optimisation. The biggest performance killer on average is the amount of skinned meshes, dynamic bones, or materials.
Last edited by Squid; Sep 5, 2020 @ 8:22pm
harl windwolf Sep 6, 2020 @ 3:09am 
Here's a feature suggestion at this point:

Add an option to further limit the amount of polygons any avatars can be drawn with.
If a room full of high-polygon avatars is a room full of "poorly" created avatars, there should be a way to decrease a kind of grain factor set on them, lowering the quality of their graphical representation in the process and thus lowering the strain a room full of these avatars can have even on a high-end PC.
Either have one single hard-cap which every avatar would be proportionately lowered to - or make it more variable to give certain avatars a bit more leeway.

The latter way, avatars would have a (soft-)threshold below the (hard-)cap, which the user could change in their settings. The soft-threshold would be the value up to which avatars would be allowed to be drawn with the full amount of their polygons. The hard-cap would be the absolute maximum of polygons allowed on an avatar, capped by a calculation towards the above mentioned grain factor, so the higher their original amount of polygons, the more their quality would be proportionately lowered. (The cap should always be more than or equal to the threshold.)
If my soft-threshold would be 30000, avatars with up to 30000 polygons would always be full quality. Then if my hard-cap would be 50000, avatars with more than 50000 polygons would be factored down until they'd never have more than that. Those between the two values would only have specific graphical elements reduced, for example their number of particularly small polygons, their custom particle effects/lighting quality/shadows/bloom effects etc if enabled, simplify the quality of body parts where transitions / overlapping may happen.

This could even be tied to a "minimum FPS" setting that reduces (and re-increases) polygons until a certain FPS value can be achieved (average over x seconds).
You could even have a room setting to have avatars drawn more statically by default.
I'm sure there's more, beyond mercy.
Chewy102 Sep 6, 2020 @ 4:07am 
Originally posted by harl windwolf:
snip.

Or just put more limits on what can be uploaded. There almost isnt any at the moment and that is where a LOT of problems comes from.

Seen one avatar with a poly count of over a million. A MILLION! It was a simple Kon as well so the base model couldn't have been that much. But that avatar had several, and I mean 4-6 if not more, animations that spawned multiple clones of itself as well as music equipment each. That's an insane poly count and even though all million polygons arent rendered, ALL of them need to be downloaded and in memory by everyone in the room.

That one avatar is equal to 10-20 avatars in performance needs. Then you have crasher avatars who abuse the lack of upload limits as well.

Also seen countless avatars who are simply not made well. Mostly overly depending on shaders and have inside out or missing meshes/textures. That should be instantly visible and an easy fix. But I seen this CONSTANTLY!

When unrestricted user content is allowed. Quality tanks.
21person Sep 6, 2020 @ 6:50am 
Thanks for replying to my discussion, but my answer didn't really get answered. Is getting 30 FPS with these specs normal, and is there any way to increase my FPS? I've set the graphics to VRLow.
21person Sep 6, 2020 @ 7:48am 
Originally posted by niilisma:
i guess the only thing for u to do would be to hide the avatar of players in your safety setting. But playing with only robots around is not really fun. don t worry thought, u are not alone in this, sometimes my frames dips at 15 frames or lower
Do you know anything else I can do? I can't play VR at 30 FPS and playing with robots would ruin the entire experience.
harl windwolf Sep 6, 2020 @ 1:53pm 
Originally posted by Chewy102:
Originally posted by harl windwolf:
snip.

a poly count of over a million. A MILLION!

I thought they were already limited to 70000, at least that's what I saw on the avatars from the public domain and the one avatar room I visited. Most of those consisted of something between 20000 and 60000 of 70000 polygons. The one I picked myself had around 34000, but I'm rather new to VRChat (and it crashes most times for me).

Of course I agree that the complexity of uploaded avatars should be capped at some point anyway, even if just to prevent crashers, that would be a good start to streamline these aspects.

Those with very high polygon counts may also be spoilt by Second Life avatars, but they need to keep in mind that more polygons don't necessarily mean better quality or more details.
Chewy102 Sep 6, 2020 @ 7:00pm 
Originally posted by harl windwolf:
Originally posted by Chewy102:

a poly count of over a million. A MILLION!

I thought they were already limited to 70000, at least that's what I saw on the avatars from the public domain and the one avatar room I visited. Most of those consisted of something between 20000 and 60000 of 70000 polygons. The one I picked myself had around 34000, but I'm rather new to VRChat (and it crashes most times for me).

Of course I agree that the complexity of uploaded avatars should be capped at some point anyway, even if just to prevent crashers, that would be a good start to streamline these aspects.

Those with very high polygon counts may also be spoilt by Second Life avatars, but they need to keep in mind that more polygons don't necessarily mean better quality or more details.

In making my own avatar. That 70k is only a recommendation at best that maybe tags you with a red "poor performance" sticker.

Outside of a critical error. There isnt really any upload limits
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Date Posted: Sep 5, 2020 @ 7:06pm
Posts: 7