VRChat
Orgvi Mar 13, 2024 @ 12:06pm
For the love of god block Very poor avatars from public instances already.
I don't get the point of keeping them. I've seen 1,000,000 poly avatars and that isn't even exaggerated. You don't need 15 skinned meshes, or 71 materials. This shouldn't be the norm for most avatars, let alone flat colored anime character #1025. It's not that hard to make a avatar that doesn't take away 10 fps the second it loads because under the shirt there's fully modeled nipples.

Some people use these ♥♥♥♥ optimization practices as some sort of "flex" when any 3D artist will point out how it's just lazy.

p.s. please add a mobile shader with outlines so people stop doubling there poly count.
Last edited by Orgvi; Mar 13, 2024 @ 12:09pm
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Maneki_Neko Mar 13, 2024 @ 4:33pm 
Originally posted by Orgvi:
For the love of god block Very poor avatars from public instances already
https://docs.vrchat.com/docs/vrchat-safety-and-trust-system :steammocking:
Orgvi Mar 13, 2024 @ 4:36pm 
Originally posted by Maneki_Neko:
Originally posted by Orgvi:
For the love of god block Very poor avatars from public instances already
https://docs.vrchat.com/docs/vrchat-safety-and-trust-system :steammocking:
blocking %90 of the avatars in the lobby isn't a good solution.
opvaskebjørn Mar 13, 2024 @ 6:30pm 
you can make it so avis above a certain size would need to be manually enabled in settings, or just enable safety settings to block all but friends (which you should do anyway if you're in public instances)
Maneki_Neko Mar 13, 2024 @ 6:41pm 
Originally posted by Orgvi:
Originally posted by Maneki_Neko:
https://docs.vrchat.com/docs/vrchat-safety-and-trust-system :steammocking:
blocking %90 of the avatars in the lobby isn't a good solution.
learn to use the features of the app your complaining about.

Originally posted by GFRUGGFHHHERGRG:
you can make it so avis above a certain size would need to be manually enabled in settings, or just enable safety settings to block all but friends (which you should do anyway if you're in public instances)
^this^ you can also escape > gear > expand > avatars > avatar optimization > BLOCK POORLY OPTIMIZED AVATARS literally the thing your complaing about.
Last edited by Maneki_Neko; Mar 13, 2024 @ 6:42pm
The Virgin Nick Mar 13, 2024 @ 6:43pm 
Fully modeled nipples lmaoo
Knee Mar 13, 2024 @ 11:50pm 
Originally posted by Orgvi:
Originally posted by Maneki_Neko:
https://docs.vrchat.com/docs/vrchat-safety-and-trust-system :steammocking:
blocking %90 of the avatars in the lobby isn't a good solution.
Neither is trusting strangers with avatars (high poly ones aside)
Skarth Mar 14, 2024 @ 12:57pm 
Originally posted by Orgvi:
I don't get the point of keeping them. I've seen 1,000,000 poly avatars and that isn't even exaggerated. You don't need 15 skinned meshes, or 71 materials. This shouldn't be the norm for most avatars, let alone flat colored anime character #1025. It's not that hard to make a avatar that doesn't take away 10 fps the second it loads because under the shirt there's fully modeled nipples.

Some people use these ♥♥♥♥ optimization practices as some sort of "flex" when any 3D artist will point out how it's just lazy.

p.s. please add a mobile shader with outlines so people stop doubling there poly count.

Optimization is at least 1/3 of the total work to make a avatar, and because it doesn't improve the visual quality, most people skip that so they can work on other avatars or projects.

This is a looooooooooong running issue in video games and will always be an issue.

Use safety settings.
Orgvi Mar 14, 2024 @ 1:06pm 
Originally posted by Skarth:
Originally posted by Orgvi:
I don't get the point of keeping them. I've seen 1,000,000 poly avatars and that isn't even exaggerated. You don't need 15 skinned meshes, or 71 materials. This shouldn't be the norm for most avatars, let alone flat colored anime character #1025. It's not that hard to make a avatar that doesn't take away 10 fps the second it loads because under the shirt there's fully modeled nipples.

Some people use these ♥♥♥♥ optimization practices as some sort of "flex" when any 3D artist will point out how it's just lazy.

p.s. please add a mobile shader with outlines so people stop doubling there poly count.

Optimization is at least 1/3 of the total work to make a avatar, and because it doesn't improve the visual quality, most people skip that so they can work on other avatars or projects.

This is a looooooooooong running issue in video games and will always be an issue.

Use safety settings.
Combine skinned meshes before exporting. Transfer weights on clothes then remove the hidden geometry. combine textures into a atlas. Some simple tricks that go a long way.
dandykong Mar 17, 2024 @ 9:24am 
Originally posted by Orgvi:
I don't get the point of keeping them. I've seen 1,000,000 poly avatars and that isn't even exaggerated. You don't need 15 skinned meshes, or 71 materials. This shouldn't be the norm for most avatars, let alone flat colored anime character #1025. It's not that hard to make a avatar that doesn't take away 10 fps the second it loads because under the shirt there's fully modeled nipples.

Some people use these ♥♥♥♥ optimization practices as some sort of "flex" when any 3D artist will point out how it's just lazy.

p.s. please add a mobile shader with outlines so people stop doubling there poly count.
Most of those extreme polycounts are because people cram their entire wardrobe in one avatar and manage it with toggles.

What VRChat needs is a way to store wearables and props as separate asset bundles, that way the game only has to load a few at a time. The avatar's performance rank would be based on the model and default outfit, and all other outfits would have their own rank and use the default as their fallback.
Last edited by dandykong; Mar 17, 2024 @ 9:25am
Orgvi Mar 17, 2024 @ 12:31pm 
Originally posted by dandykong:
Originally posted by Orgvi:
I don't get the point of keeping them. I've seen 1,000,000 poly avatars and that isn't even exaggerated. You don't need 15 skinned meshes, or 71 materials. This shouldn't be the norm for most avatars, let alone flat colored anime character #1025. It's not that hard to make a avatar that doesn't take away 10 fps the second it loads because under the shirt there's fully modeled nipples.

Some people use these ♥♥♥♥ optimization practices as some sort of "flex" when any 3D artist will point out how it's just lazy.

p.s. please add a mobile shader with outlines so people stop doubling there poly count.
Most of those extreme polycounts are because people cram their entire wardrobe in one avatar and manage it with toggles.

What VRChat needs is a way to store wearables and props as separate asset bundles, that way the game only has to load a few at a time. The avatar's performance rank would be based on the model and default outfit, and all other outfits would have their own rank and use the default as their fallback.
You can upload them on separate avatars. It doesn't take much longer. Even then VRC is generous with allowing 8 skinned meshes and 16 statics on a medium avatar.
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Date Posted: Mar 13, 2024 @ 12:06pm
Posts: 10