Big thanks to my buddy Teeh for contributing some great content to the channel! Due to how busy I am with college I can't create content as often as I'd like to, so having talented people like him is a miracle. He has another great video on his channel on AudioLink avatar basics, go check it out if you're interested! ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-NpLp8lm-2EI.html
This video couldn't come at a better time. Pretty shocked to see just how much doubling the size actually quadruples the pixel count. I will be going back into Unity and making texture optimizing a higher priority. Thanks co-host Teeh!
I love the updates to Thry's VRAM tools since this video. You can easily save some VRAM by changing texture compressions based on it's recommendations now. I had an avatar I was working on that was using 730MBs of VRAM and just changing the recommendations based on what it said cut it in half with ZERO resolution loss. So good.
2:29 crunch compression rarely actually reduces file size to any significant degree, so it's best to completely avoid it unless you have a specific reason to use it.
lol teeh doing the video instead of sippbox, is like anthony doing linus tech tips instead of linus. teeh sounds similar to anthony too, coincidentally.
Im really liking seeing more talk about optimization happening in the VRC scene. I know most avatar creators are just figuring stuff out as they go so they make a lot of bad optimization choices without even knowing they are. So its good to see informative videos like this explain just why certain things can cause such huge performance hits. Instead of just "VRC runs bad the devs should fix it"
I agree, but vrc could also run better, 2 things can be right even if one is more right than the other (the more right being optimize avatars, which I am now learning)
Finally. Cannot like this enough. This was extremely easy to digest and exactly what I was looking for. Thank you for giving someone the platform to do great things and thank you for this collaborative work.
grate tutorial an its about time people start doing this when making avatars. i was already doing this for 3 years now as it was necessary for my quest side avatars - so i did it on the PC side too - which are both sub 10MB but yeah - my poly counts are high but nothing can be done for the things i want. again - grate tutorial =3
This is why people have been asking for Avatar LOD support for years now… as that will only load what “your” system can handle and uses lower quality versions of everything else… fallback avatars are decent but only really useable if you have a main model that you always use and not when you switch around often as the fallback does not switch with you
I wish there was a way to go back and process old uploaded avatars to add mipmap support to help support LOD. This would likely lead to this feature being supported sooner as so much old content doesn't support mipmaping correctly.
use of normal quality is reasonably acceptable but allows you to save your memory about twice as far as I remember. Hight quality is best used for textures with transparency and for normal textures it is possible to increase resolution without losing size
1. how does "what" reduce avatar download size for quest? I cover quite a bit in the video 2. when did I claim anything would reduce avatar download size for quest
Can you do a guide on how to make something orbit your character so like if I wanted a ball to orbit a avatars tail as like a idle or default animation that is always happening how would I go about that
In trying to optimize my avatars more as ive become familiar with the whole process of making an avatar, I've noticed that default unity settings include the alpha on textures that dont need it, saves a certain amount of vram too. Any other tweaks that matter besides just size?
Shouldnt the arrow in the thumbnail be reversed? hmm, you wanna go lower texture memory right? Super awesome video though, just recently started looking at normals and mask quality since its my biggest vram theifs
Effects everyone, and it all adds up along with world data, mesh data, blendshapes and other things that also need VRAM. Once the combined total hits your graphics cards capacity, welcome to single digit frames. The other major symptom of hitting your VRAM cap, is that when you hit it your system will start desperately shifting around what's being stored where, with barely any wiggle room. This is horrifically slow, and is the most common cause of those long chunky 5 to 10 second freezes whenever someone loads an avatar, or every time you turn your head.
I just watch it cz I thought it was very informative and I gotta say that I just learned somethings, thank u, but the truth is, I don't care abt the performance rank at all, I make my avatars with 1 mesh and 1 material, and with texture quality settings to have the best looking texture, anything else, it's their problem
I have a 4k texture and a bunch of 2k textures on my avatar, it easily ranks as good at 38 MB of VRAM usage, please don't make stuff up because you're too lazy to press a few buttons in Unity.