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Upload More Than 70k Polygons Vr Chat

The Avatar Performance Ranking Arrangement allows you lot to come across how much a user's avatar is affecting functioning via assay of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is.

This system is provided to inform users what is likely the most performance-heavy components on their avatars, and offer basic communication on what to look into when optimizing their avatar.

It is besides used to drive the Minimum Displayed Performance Rank system, which is a style for users to decide what avatars they wish to evidence based on their Operation Rank.

This system is non meant to be an end-all-exist-all authority on avatar performance, simply is a good general guide to indicate if an avatar needs a bit more work to exist performant.

When you open your Quick Bill of fare, you'll see icons appear on superlative of the nameplates of users.

The ranks are as follows:

If you click on a user with your Quick Menu open, you'll notice a new "Evidence Avatar Stats" button on the left side, displaying the icon of that user's Performance Rank.

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This graphic is out of date! Update pending.

If you lot click this icon, you can view the detailed Avatar Stats of that avatar. Yous can get to this for your own avatar by going to your Avatar Carte du jour, clicking one of your avatars, and clicking the Avatar Stats button in the lesser left of the screen.

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This graphic is out of date! Update pending.

When you click the Avatar Stats button, yous'll get a screen popular up with the details of avatar you're looking at, or your ain avatar (if you clicked the button in the Avatar tab).

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This graphic is out of date! Update awaiting.

The colour of the text matches the rank that the item stat "drags" the rank downward to.

You lot'll also run into a "before and subsequently" in the form of the "Original" and "Perf Filtered" lines. If you're using the Minimum Displayed Operation Rank organisation, y'all tin see what the stats were before and after the organisation removed components. In the case of the Minimum Displayed Performance Rank organization blocking an avatar for performance reasons, you'll only run across the original stats.

In the case given above, Lights and Particle Systems are disabled due to exceeding the limit defined. Because Particle Systems employ at least ane fabric each, the count of materials from Particle Systems is also subtracted from the pre-filtered avatar.

You lot can also see that we link to our Documentation, in particular our Avatar Optimization Tips.

Here is a listing of all of the statistics that the system looks at and their description.

Bolded stats will cause the avatar to be fully blocked if they exceed the Minimum Displayed Performance Rank. If other stats (except for bounds) exceed the Minimum Displayed Functioning Rank the avatar will merely be partially blocked. The avatar volition be shown with whatsoever components related to the exceeded stats volition be removed.

For instance with the Minimum Displayed Functioning Rank set to Poor an avatar with nine Trail Renderers (Very Poor) volition be displayed with all of its Trail Renderers removed. Refer to Minimum Displayed Operation Rank for more information.

Avatar Quality

Quality Description

Polygons

The polygon count of the model in question, counted in triangles.

Bounds Size

The full size of the avatar. If this is really huge, that user probably has a large animation on the avatar that isn't showing all the time. Important note: Premises Size volition not cause the avatar to be blocked fifty-fifty if it is beneath the Minimum Displayed Functioning Rank setting.

Skinned Meshes

The number of Skinned Mesh components on the avatar.

Meshes

The number of non-Skinned Mesh components on the avatar.

Material Slots

The number of material slots on the avatar. Material slots are the slots on the mesh where you fit materials in. This is what counts toward Submesh creation, which incurs farther describe calls.

Keep in mind that Particle Systems will use one cloth slot, Particle Organisation with trails use two, and Line Renderers utilise ane material slot.

Dynamic Bone Components

The number of Dynamic Os scripts on the avatar.

Dynamic Bone Transforms

The number of transforms blithe by any given Dynamic Bone script on the avatar.

Dynamic Bone Colliders

The number of Dynamic Bone Collider scripts on the avatar.

Dynamic Os Collision Cheque Count

The total number of DynamicBone transforms affected by the Dynamic Os Collider scripts on the avatar.

Animators

The number of Animators on the avatar. Important note: This will always be at least 1 due to the root animator being counted. This ways that for the Splendid ranking, yous can have no additional animators.

Bones

The number of Bones in the avatar's rig.

Lights

The number of Low-cal components on the avatar.

Particle Systems

The number of Particle Organization components on the avatar.

Full Particles Active

The sum of maxParticles across all particle systems on the avatar.

Mesh Particle Active Polys

The total number of polygons of Mesh Particles emitted by Particle Systems that are agile.
In other words, maxEmission * meshParticleVerts.

Particle Trails Enabled

If whatever Particle Systems on the avatar accept Particle Trails enabled, this will be True.

Particle Collision Enabled

If whatsoever Particle Systems on the avatar have Particle Standoff enabled, this will be Truthful.

Trail Renderers

The number of Trail Renderers on the avatar.

Line Renderers

The number of Line Renderers on the avatar.

Cloths

The total number of Material components on the avatar.

Total Textile Vertices

The total number of Vertices across all active Textile components on the avatar.

Physics Colliders

The number of Physics Colliders on the avatar.

Physics Rigidbodies

The number of Physics Rigidbodies on the avatar.

Audio Sources

The number of audio sources on the avatar.

Below, you'll notice the limits for each of the Performance Ranks. If you go above these numbers for any category, you'll be bumped into the next rank.

For example (on PC), if your avatar has 2 Skinned Meshes, your avatar volition be ranked as Good, as that exceeds the rating for Splendid, simply does non exceed the rating for Expert.

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All GameObjects and Components are counted!

All GameObjects and Components, including those that are currently disabled, count towards the Avatar Performance Rank.

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Mesh Read/Write Disabled

If you disable Mesh Read/Write on any mesh on the avatar (including particle systems), the "Polygons" count will read "Mesh Read/Write Disabled" and the avatar'due south Performance Rank will be immediately downgraded to "Very Poor" regardless of the bodily triangle count on the avatar.

The SDK warns you of this and volition require that you fix it earlier y'all upload.

On PC, the default Minimum Displayed Functioning Rank level is set to "Very Poor". Currently, no avatars will exist blocked by default due to performance ranking on PC, unless you lot've enabled the Minimum Displayed Operation Rank system.

Triangles (polygons) are a somewhat special case-- if yous are 32k or less, yous are marked as Excellent. Any number higher than 32,000 only lower than 70,001 will exist marked as Good (unless another stat pulls y'all downward). If you lot exceed 70,000 polygons, the avatar will exist marked as Very Poor immediately.

Avatar Quality

Excellent

Good

Medium

Poor

Polygons

32,000

lxx,000

70,000

70,000

Premises Size*

2.5m x 2.5m x 2.5m

4m x 4m x 4m

5m 10 6m 10 5m

5m x 6m x 5m

Skinned Meshes

one

2

8

16

Meshes

iv

eight

16

24

Fabric Slots

four

viii

sixteen

32

Dynamic Bone Components

0

4

xvi

32

Dynamic Bone Transforms

0

16

32

256

Dynamic Os Colliders

0

0

4

32

Dynamic Bone Standoff Check Count

0

0

eight

256

PhysBones Components

4

eight

xvi

32

PhysBones Afflicted Transforms

16

32

128

256

PhysBones Colliders

4

8

16

32

PhysBones Collision Check Count

32

64

256

512

Avatar Dynamics Contacts

8

16

24

32

Animators

1

4

16

32

Bones

75

150

256

400

Lights

0

0

0

1

Particle Systems

0

four

viii

16

Total Particles Active

0

300

1000

2500

Mesh Particle Active Polys

0

1000

2000

5000

Particle Trails Enabled

Imitation

False

True

True

Particle Collision Enabled

Faux

False

True

Truthful

Trail Renderers

i

2

iv

8

Line Renderers

1

2

4

8

Cloths

0

1

i

i

Total Fabric Vertices

0

50

100

200

Physics Colliders

0

1

8

eight

Physics Rigidbodies

0

1

8

8

Sound Sources

1

4

eight

8

  • Bounds Size is determined by the maximum size of all components on your avatar. Trail and Line Renderers practise not count for this calculation.

On Quest, the Minimum Displayed Performance Rank is set up to Medium by default. This means you will not run into whatever avatars ranked as Poor or Very Poor.

You can set your Functioning Rank Block level to Poor to allow the display of Poor avatars. However, you cannot set your Operation Rank Block level to "Very Poor".

For example, if an avatar on Quest exceeds twenty,000 triangles (polygons), it volition not brandish by default in the awarding. These avatars can be forced to show by clicking on each user and clicking "Show Avatar".

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"Bear witness Avatar" for Very Poor avatars functionality may be removed in the hereafter, and Very Poor avatars may exist removed from Quest entirely. Please keep this in mind when creating avatars for VRChat on the Oculus Quest.

The following categories are disabled on Quest since they can never appear on avatars:

  • Dynamic Bone Components
  • Dynamic Bone Transforms
  • Dynamic Bone Colliders
  • Dynamic Bone Collision Cheque Count
  • Lights
  • Cloths
  • Total Textile Vertices
  • Physics Colliders
  • Physics Rigidbodies
  • Audio Sources

These values may all the same appear in the in-app stats readout, simply will always be zero.

Avatar Quality

Fantabulous

Good

Medium

Poor

Polygons

7,500

10,000

15,000

20,000

Bounds Size*

2.5m ten 2.5m ten 2.5m

4m ten 4m x 4m

5m x 6m x 5m

5m ten 6m x 5m

Skinned Meshes

ane

1

2

2

Meshes

1

1

2

2

Fabric Slots

1

one

ii

4

Animators

1

1

1

ii

Basic

75

90

150

150

PhysBones Components

0

four

six

eight

PhysBones Afflicted Transforms

0

16

32

64

PhysBones Colliders

0

4

viii

sixteen

PhysBones Standoff Cheque Count

0

16

32

64

Avatar Dynamics Contacts

2

4

8

16

Particle Systems

0

0

0

2

Total Particles Active

0

0

0

200

Mesh Particle Active Polys

0

0

0

400

Particle Trails Enabled

False

False

False

True

Particle Collision Enabled

False

False

False

True

Trail Renderers

0

0

0

i

Line Renderers

0

0

0

one

  • Bounds Size is determined by the maximum size of all components on your avatar. Trail and Line Renderers do non count for this calculation.

You tin can cull to manage avatars based on their Avatar Performance Rank. This option is available in the "Performance Options" menu, accessible every bit a button in the peak-right of the Safe tab in the main menu.

When y'all choose a Functioning Rank in this menu, all avatars that are below that level will accept their components/brandish managed equally described below.

Avatar Quality

Beliefs when MDPR Exceeded

Polygons

Avatar replaced with Fallback

Bounds Size

No alter

Skinned Meshes

Avatar replaced with Fallback

Meshes

Avatar replaced with Fallback

Material Slots

Avatar replaced with Fallback

Dynamic Bone Components

All Dynamic Bones components removed

Dynamic Os Transforms

All Dynamic Bones components removed

Dynamic Bone Colliders

All Dynamic Bone Collider components removed

Dynamic Os Standoff Check Count

All Dynamic Bone Collider components removed

Animators

All animators (aside from root animator) removed

Bones

Avatar replaced with Fallback

Lights

All Lights removed

Particle Systems

All Particle Systems removed

Total Particles Agile

All Particle Systems removed

Mesh Particle Active Polys

All Particle Systems removed

Particle Trails Enabled

All Particle Systems removed

Particle Collision Enabled

All Particle Systems removed

Trail Renderers

All Trail Renderers removed

Line Renderers

All Line Renderers removed

Cloths

All Textile components removed

Total Cloth Vertices

All Fabric components removed

Physics Colliders

All Physics Colliders removed

Physics Rigidbodies

All Physics Rigidbodies removed

Audio Sources

All Sound Sources removed

On VRChat for PC, the Minimum Displayed Performance Rank is gear up to "Very Poor" past default. This means that, by default, no avatars will have their components or brandish affected for functioning reasons on PC. If yous wish to change this, you can choose between "Medium", "Poor", or "Very Poor" options.

On VRChat for the Oculus Quest, the Avatar Functioning Rank Block is set to "Medium" by default. Yous can choose to change this to "Poor" to see avatars of that rank, but your performance may suffer as a consequence.

You cannot disable the Avatar Performance Rank Block organisation on Quest. In other words, avatars that are ranked as "Very Poor" will always accept their display managed VRChat for the Oculus Quest, and may not brandish at all.

You lot can choose to override the the entirety of the arrangement (and the Safety system) by selecting "Show Avatar" on each user you lot wish to show.


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Source: https://docs.vrchat.com/v2022.1.2/docs/avatar-performance-ranking-system