No matter what tool you use to do it, you should limit the number of meshes you use in your content. Decimation down to this level can be destructive, and you may need to look into techniques like retopologizing geometry to keep your polygon count low. This will be a challenge for avatar authors that prefer to import characters from various sources rather than create an avatar themselves. It will not be much higher than 5,000 triangles, hence our suggestion. We recommend that you aim for under 10,000 triangles for your avatar.Ī hard polygon limit may be established in the near future for VRChat Quest avatars. Keep in mind that you may have 10 or more users in the same room, so you'll want to budget your triangle usage pretty heavily. The same general rules apply for avatars that apply for worlds. We recommend that you budget approximately 50,000 triangles for your world in total. You want to leave room for the user's avatars as well. While building worlds, you should try to keep polygon count low. These recommendations are technically enforced via our Avatar Performance Ranking System. Keeping an eye on your polygon count is very important to keep performance high. Although the Quest is quite powerful for a mobile headset, its hardware does have limits. Keeping polygon count low is very important on mobile platforms. You cannot upload or wear/view avatars that exceed 10MB in size after build-time compression for VRChat Quest. You should be aiming for a maximum of 5-8 MB. You cannot upload or access worlds that exceed 100MB in size after build-time compression for VRChat Quest. Your content package should be within the limits without Crunch. Please note that Crunch compression does not help with in-memory size! Crunch compression only helps with download size. Utilization of vertex colors and flat colors can help greatly with reducing texture size. They are the primary culprit of high memory usage. The pre-compressed size is what you're looking for.Īs a rule of thumb, avoid large (>1k) textures. You can see the size of your assets once you've built the content (press "Build & Publish" in the SDK) and search your Editor log for "statistics". You've only got a limited amount of memory on mobile platforms, and keeping that in mind is extremely important. These tutorials were made for older versions of Unity, but still cover the basic concepts quite well. There's lots of tutorials on how to use the Unity Profiler out there, including two from Unity: Profiler Overview for Beginners and the intermediate Introduction to the Profiler. Of course, the profiler on your powerful PC won't represent how a profiler on the Quest might look, but you can still see that X component is using a ton of frame time versus rendering, or etc. Of particular interest is probably the number of draw calls in a scene, or the proportional amount of frame time a component uses. Using the profiler, you can quantify precise values for various performance metrics for your world or avatar. We strongly, strongly recommend that you check out the Unity Profiler. If you upload an avatar or avatar world that features avatars greatly exceeding our recommendations, that world or avatar may be removed from public access. Check out Quest Content Limitations to find out more, as well as our page Avatar Performance Ranking System for some more details on how blocking works. The Oculus Quest has several hard (and soft) limits for content on avatars. In other words, we're not quite done nailing down restrictions and recommendations, so keep that in mind. A lot of the items in this post are covered in this video.Īs a final note, all items on this list are subject to change. This video was not created by VRChat or for VRChat specifically, and as a fair warning, contains some harsh language. There's also this excellent video on optimizing your VR content by Lucas Rizzotto! It is very well done and covers a lot of what we cover here. Unity has a guide for Optimizing your VR/AR Experiences which has quite a lot of good points. The items below will apply to both avatars and worlds unless otherwise noted. Here, we'll give you some general guidelines of what you need to keep in mind while building content for VRChat Quest. These are the same challenges that game developers must deal with while building for mobile. Creating content for VRChat Quest is a challenge- you have to create attractive, compelling content all the while keeping the content optimized for a mobile device.
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