Blendshapes also consume a lot of RAM and you should eliminate unnecessary blendshapes from meshes. You can use techniques like decals and detail normals to increase texture quality substantially with low memory cost. In the vast majority of cases, 2K is the highest texture resolution you should use, and you typically only need it for the normal map and the base color, other maps can often be much lower resolution and be fine. There's a massive performance cliff if you run out of either. The entire avatar is loaded into RAM when it loads, and all shown parts have to be loaded into VRAM. This is mostly down to texture resolution. Avoid disabling backface culling, unless it is absolutely necessary, make sure to prefer opaque or cutout shaders, in general if you have to use transparent, you probably want that to be a separate material, and make sure to not have overlapping transparent geometry. There isn't really much to say here if you are not a shader author yourself, but in general: use what you need, don't be like some people who enable literally every feature they see in Poiyomi to create these visually incoherent monstrosities that have an entire world's worth of drawcalls in one material. Some shaders have features that require additional draw calls when enabled, and some of these can be pretty expensive. Avoid unnecessarily complex animation controllers especially for simple rudimentary toggles.Įxcessive shader passes. The actual complexity of each animation layer doesn't really matter. Each animation layer you add in an animator increases the performance cost of the animator. In general, you should have as few materials as possible, and as few skinned mesh renderers as possible with some exceptions. Not all draw calls are created equal, skinning is by far the most expensive thing, and if you have multiple static meshes with the same material, they can be batched, avoiding extra draw calls. Additional draw calls are generated with some more complicated shaders as well as during real time lighting. A draw call is generated once per skinned mesh (meshes with bones and/or blendshapes) for skinning, and once per submesh (each material slot creates a submesh). A draw call is a command from the CPU to the GPU to do something. The official documentation has some good "general tips", although optimization is a pretty big topic.Įxcessive draw calls. Avatar and World requests must go in green pinned posts.įollow Reddit's Content Policy Official Links:įeature Requests & Bug Reports Community:.Posts by users exceeding once per day are subject to removal at moderator discretion.Self promotion of content hosted outside of Reddit (YouTube channel, Twitch, Instagram, etc) limited to once per month if active on the subreddit (specifically comments) and once per three months if not.Do not use this subreddit to question moderation of another social platform. VRchat, the VRchat discord, and this subreddit have similar community standards.No VRChat Account Sharing or Ban Evasion.
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