Avatar Optimization: Difference between revisions
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More bones = more shit that the game has to calculate when you move around. To optimise, reduce the amount of superfluous bones. | More bones = more shit that the game has to calculate when you move around. To optimise, reduce the amount of superfluous bones. | ||
Minimal effort: Delete bones you aren't using. For example you deleted a skirt mesh, get rid of the bones too. | '''Minimal effort''': Delete bones you aren't using. For example you deleted a skirt mesh, get rid of the bones too. | ||
Low effort: Use CATS to merge the bones. Merging them with CATS will take the weights from one bone and merge them into the other, and delete one of the bones. | '''Low effort''': Use CATS to merge the bones. Merging them with CATS will take the weights from one bone and merge them into the other, and delete one of the bones. | ||
Find Model Options > Merge Weights. | Find Model Options > Merge Weights. |
Revision as of 13:41, 13 May 2022
Optimizing your avatar or world or 3D asset is a massively important part of the avatar creation process. In general, increasing the render efficiency of your avatar means that it has less impact on your, and other people's framerates.
VRChat has performance ratings, but these are only rough guides to actual optimisation. They're not that bad when you actually understand optimization, but this article will focus on one thing: Getting the time it takes for your avatar to render down. It's possible to make an 'Excellent' avatar that is godawful, or a Very Poor avatar that's extremely performant.
The Process
Actually working on optimizing your avatar will be a balancing act between how many shits you give, what kind of environment you expect to use the avatar in, and how many features you want.
It's recommended to focus your efforts on making appropriate avatars, rather than min-maxing optimisation every time. For example, an avatar you're going to use in a crowded instance you will definitely want to optimise as much as you can, else you'll be performance blocked and no-one will see your cute avatar. For instances where it's just a few people... or just two people.... then you can basically not optimise at all and be fine. Plus, some optimisaiton is harder than others. For most avatars doing the quick wins can get you a lot of extra frames for little effort.
Optimisation covers both blender and unity since the final asset is built in both. Some things are kind of blended between editors.
Focus areas:
- Number of distinct mesh objects
- Vertex Count (number of polygons)
- Texture Size
- Material Quantity
- Shader settings
- Use of Blendshapes on high poly-count meshes
- Number of bones
- Physbones (previously dynamic bones) count
- Number of animator controller layers
- Other crap added (particles, Lights, etc)
The main render/resources to be focused on are:
- VRAM / RAM usage
- GPU Frametime / Framerate (How long the avatar actually takes your GPU to render)
- CPU Frametime (How long the CPU takes to go through all the avatar's logic and drawcalls and shit)
- Download size
Unity Rendering tidbits
Understanding how unity renders things is important. Details may be in the focus areas but in general:
- Inactive game objects contribute to file size and VRAM/RAM usage, but if they are deactivated they are not rendering and d
o not effect frame times.
- Unity treats the VRAM and RAM as a sort of hybrid cache; the takeaway is that assets from inactive game objects get moved
to RAM after a while, but pulling shit from RAM to VRAM is still slower than pulling from VRAM to present something onto the
screen. Larger the inactive game objects, the larger the lag spike when the game object is toggled on.
- Textures are uncompressed in VRAM. Texture size is the single largest overriding factor in VRAM usage.
Focus Areas
These should be roughly sorted by ease of optimisation. Removal tends to be the most efficient optimisation for any part of an avatar.
Other Crap added (Particles, Lights, etc)
Reduce these as much as possible, basically. Easy to optimise since you have to go out of your way to add these things.
For the Dynamic Penetration System, this uses lights to coordinate mesh bending.
If they're turned off they won't do anything though. Optimise by leaving them OFF by default, and try not to leave them on accidentally.
- Remove from optimised avatars
- Leave off when not in use
Shader settings
Generally: don't use effects you don't need, and try and use the same shader as much as possible. Shaders are basically code that runs on your GPU and the fancier the effect the longer it takes. GPUs are fast at running them so you honestly don't need to worry about performant shaders much at all.
Don't be scared from using shader effects and material maps and caps and such, it has a very minor impact.
- Avoid using heavy shaders like ones with transparent grab passes
- Performance: Opaque > cutout > transparent
- Leave culling on if you can. Nobody actually needs to see your nipples from the inside.
- Using maps, cutouts, speculars, etc etc all have a minor performance draw
- funny poiyomi effects also have a small impact
Number of bones
More bones = more shit that the game has to calculate when you move around. To optimise, reduce the amount of superfluous bones.
Minimal effort: Delete bones you aren't using. For example you deleted a skirt mesh, get rid of the bones too.
Low effort: Use CATS to merge the bones. Merging them with CATS will take the weights from one bone and merge them into the other, and delete one of the bones.
Find Model Options > Merge Weights.
Select the bone you want to merge and remove; then use ctrl-click to select another bone. Then hit Merge Weights - To Active. Or select one bone and hit 'To Parents' to merge it to the parent. This is most useful for reducing the amount of bones in a chain; some hair has a million bones and even with physbones it's overkill.
- Reduce Bone count by deletion or merging