Feature Requests

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[1311] Avatar scaling feedback from the size community
I want to start by saying that the new avatar scaling feature is great. Opening up the joys of expressing yourself to more people is a good thing, and I'm glad that it is finally coming to VRChat. There is however a very big issue here. As you may know, there is quite a large community of macro and micro enthusiasts. For these people, 0.2 meters small is not small enough, and 5 meters big isn't nearly big enough. I understand that this is a very niche thing and why these limits are in place for the built-in scaler. Luckily the size community had its workarounds with custom scalers. We could go as big or small as our hearts desired. Entire communities were built around these large size differences. Friends were made. And good times were to be had. Now however this is all in danger of being lost. It has been confirmed that the only reason these custom scalers still work is due to a bug that is likely to be fixed soon. This would destroy entire groups that were built around our shared enthusiasm for extreme sizes. My suggestion is to keep the built-in scaler as it is. It honestly is really good for most people. But for size enthusiasts, I recommend implementing a way for custom scalers to work officially. Allowing us to tinker with scaling from unity in an unrestricted way opens up a lot of creativity with what people can make. For example, custom scalers can fix and animate other things besides the base size which opens up a lot of opportunities for cool things. Most people will continue to use the built-in scaler and that's fine. But this would also ensure entire groups don't get screwed over any more. If the concern lies within breaking game worlds or being annoying in public lobbies, then if needed limit these features to private instances only. All the size meetups happen in private anyway because we don't want to bother anyone, we're just here to have fun with each other. I've seen mention before that further tweaks to the system might be considered for later development. But as we all know, development takes a long time. This built-in scaler feature has already taken a long time since EAC was first introduced. If you set this issue for a later date, that would mean that VRChat will be less welcoming for the larger size community for an undetermined amount of time. There is no other home like VRChat for us. If custom scalers go away, and thus also the ability to scale huge or tiny, that would negatively affect this part of the community. I ask the VRChat team to reconsider this issue. If the concern is size misuse in public, I can almost guarantee you that it won't be much of an issue. Most people will use the new built-in scaler, only the people who love this part of VRChat will be using custom scalers to continue to have fun with their friends. At the very least I would like to keep the discussion about this open. I know a lot of people are very concerned about the future of their favorite part of VRChat. It would be a very sad thing to see this disappear.
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Increase Limit on Active Avatar Audio Sources (to 4+)
TL;DR: If we could have even just 4-6 active 3D audio sources on avatars, it would open a giant world of possibilities in creation. The details for those who are curious: I understand the potential reasons behind having a limit of 3 audio sources. Audio crashers were a real problem way back when; but that's just it, way back when. VRChat has a lot of adjustments and safety features for audio sources currently, and when it comes to avatar creation, 3 sources is very limiting for complicated audio setups. Here's an example from my personal experience: For the creation of avatars for combat roleplay, I use UdonVoiceUtils in my worlds to increase the maximum avatar audio distance. The weapons on my avatars compliment this by having close, near and far audio. This helps convey information very well for the people roleplaying, as if there's a gunshot, they can hear it from across the map and it will sound correctly spatialized. However, this causes an issue as without the ability to have audio effects on avatars or advanced curves, the only way I can do this is by spawning 2-3 sources at a time. This means that firing a weapon will cut out other audio, such as foley when operating the weapon (reloading and such.) This also means avatars with contact based footsteps will very frequently have their audio culled in favor of either the weapon or the footsteps. Now, these are not HUGE issues as the gunfire gets priority generally, and that's what's most important to communicate to the players in combat. However, with the new VRC Raycast system, the concept of having audio feedback on hitting the environment and players has been in my mind, however the only way I can do that is by reducing the amount of active audio sources on the weapon... however that means I'll have to sacrifice one of the layers of the firing audio, which consequentially may make the feeling of combat less enjoyable and / or reduce the amount of information available to the players in a given moment. Granted, I know my specific case is a niche utility, but I feel like for many other creators, having even a marginal increase to the amount of allowed active audio sources could open a world of possibility. I've seen discussion on this canny for things like DJ avatars and complex animations, and I fully agree with that. If we had, say, 4-6 allowed active 3D audio sources, it would really open up a huge range of possibilities without going too far and risking audio crashers / unoptimized audio setups. Especially considering the relatively recent implementation of a new audio engine, I feel like it should be well within the realm of possibility to give creators more breathing room with audio. I know that for me personally, it would make creating roleplay avatars significantly easier and allow me to improve the fidelity of them significantly. This doesn't have to impact performance much either, especially if there is a hard limit placed on the amount of audio sources on an avatar. You really don't need more than 32 if your project is contained and you know how to use them effectively, and that's being incredibly generous to be honest. If there is a deeper technical limitation behind this, or it doesn't operate the way I say, please let me know. I want this for the benefit of the community and as such if there is a reason this isn't possible then I want to be able to at least educate people on that reason. Please bring attention to this as well, I don't expect this to get a ton of traction or even for this change to come ever, but it would be awesome if it saw a little focus.
1
[Items] Need option to hide specific items by Blueprint ID (like with avatars)
First of all, avatars have a feature called “Hide Avatar Globally.” For example, if you come across a giant cockroach or an offensive public avatar, using this feature doesn’t just hide “that person’s avatar”; instead, it hides “that specific avatar” regardless of who is using it. I’d like to see this feature implemented for items as well. In other words, instead of a feature that simply “hides this item right here and now,” I’d like a feature that “replaces this item with something else whenever anyone spawns it.” When I saw the Bee Blaster distributed as an April bonus, I almost asked, “Is April Fools’ Day still going on?” A Canny has already been posted, but it’s that controversial—it’s already been banned at some VRChat events, and people are saying things like, “I’ll block anyone who points this at me.” Canny: https://feedback.vrchat.com/vrchat-plus-feature-ideas/p/cancellation-of-bee-blaster-item-release Currently, it’s possible to restrict item usage on a per-instance or per-world basis, but it’s a shame that other items can’t be used just because of a single “item that’s like a joke that isn’t funny.” Furthermore, if user-created content is introduced in the future, this feature will become even more important. = JP = まず初めに、アバターには"Hide Avatar Globally"という機能があります。 これは例えば巨大なコックローチだとか、不快なPublicアバターを見つけた時に使うことで、"その人のアバター"を非表示にするのではなく、誰が使っている場合でも、"そのアバターを非表示にする"といった挙動が出来ます。 この機能をItemにも実装してほしいです。 つまり「今この場でこのアイテムを非表示にする」という機能ではなく、「このアイテムは誰が出現させても別の何かに置き換える」と言った機能です。 4月の特典として配布されたBee Blasterを見た時、「エイプリルフールはまだ続いてるの?」と言いたくなりました。 既にCannyが出ていますが、それくらいの物議を醸す代物で、既に一部のVRChatイベントで使用禁止が通達されていたり、「これを向けてくる人間がいたらブロックする」と言ったことを言う人も出てきます。 Canny: https://feedback.vrchat.com/vrchat-plus-feature-ideas/p/cancellation-of-bee-blaster-item-release 現状だとインスタンスやワールド単位でアイテム使用を制限することは出来ますが、たった一つの"笑えない冗談みたいなアイテム"のために他のアイテムが使えなくなるのは無粋ですし、今後ユーザーが作成可能なコンテンツにしていく場合、この機能はさらに重要になることでしょう。
5
Update to the number of triangles in the performance ranks
Current problems Almost all avatars have a performance rank of "Very Poor," making it virtually impossible to block avatars based on their performance rank. This means that blocking based on polygon count or texture size, which directly impact performance, is currently impossible. While other blocking methods exist, such as blocking by download size or uncompressed size, these are insufficient alternatives as they are also affected by texture compression settings and the size of other assets. As a side note, because the performance ranking system is effectively non-functional and has no limitations, the polygon count of avatars and costumes sold on BOOTH seems to be increasing year after year without limit. Recently, commonly used avatars have approximately 150,000 tris, and costumes have approximately 200,000 tris. Request details I think the triangle count in the performance ranking system needs to be updated. Currently, all grades below "Good" have a uniform polygon count of 70,000. This limitation is a bit excessive for current hardware. https://creators.vrchat.com/avatars/avatar-performance-ranking-system/ Remarks I have conducted some (very simple) testing in the past. I believe that optimizing to under 300,000 tris is sufficient for instances like talking with a small number of friends, and under 70,000 tris for large instances like events. The testing was done with a single avatar, but I created a tool to ensure that each mesh is a separate asset for the testing. https://misskey.niri.la/notes/aggjg6jmjz I'll leave the final updated figures to the VRChat staff, but I have roughly the following figures in mind. Poor: 300,000 tris Medium: 150,000 tris Good: 70,000 tris Related posts https://feedback.vrchat.com/feature-requests/p/option-to-not-take-polygons-into-account-when-enabling-minimum-displayed-perform https://feedback.vrchat.com/feature-requests/p/client-side-polygon-limit-slider https://feedback.vrchat.com/feature-requests/p/avatar-polygon-limit-in-safety-settings https://feedback.vrchat.com/feature-requests/p/increase-the-polygon-limit-by-30k-for-medium-ranked-avatars-on-pc https://feedback.vrchat.com/avatar-30/p/incremental-triangle-limit-for-performance-rankings https://feedback.vrchat.com/feature-requests/p/add-performance-rank-that-exceeded-polygon-limit https://feedback.vrchat.com/feature-requests/p/performance-ranks-below-very-poor 日本語 / Japanese 現在の問題 ほとんど全てのアバターのパフォーマンスランクがVery Poorであるため、パフォーマンスランクを使用したアバターのブロックが事実上できない状態になっています。つまり現在は負荷に直結するポリゴン数やテクスチャサイズでのブロックが不可能です。他のブロック手段としてダウンロードサイズ、非圧縮サイズによるブロックも存在しますが、テクスチャの圧縮設定やテクスチャ以外のアセットサイズによっても変動するため代替とするには不十分です。 余談ですが、パフォーマンスランキングシステムが事実上機能しておらず制限も存在しないため、BOOTHで販売されているアバターや衣装のポリゴン数が年々際限なく増え続けているようです。最近よく使われているアバターのポリゴン数はおよそ15万ポリゴン、衣装はおよそ20万ポリゴンになっています。 リクエスト内容 パフォーマンスランキングシステムのトライアングル数をアップデートする必要があると思います。現在ではGood以下は一律7万ポリゴンです。この制限は現在のハードウェアにとっては少し過剰です。 備考 私は過去に(非常に単純な)検証を行いました。少人数のフレンドと会話するようなインスタンスでは30万ポリゴン以下、イベントなどの大人数インスタンスでは7万ポリゴン以下を目安に最適化すれば十分であると考えています。検証は単一のアバターで行われていますが、メッシュはそれぞれ別アセットになるようにツールを作成して検証しています。 https://misskey.niri.la/notes/aggjg6jmjz 更新後の数値の決定はVRChatのスタッフにおまかせしますが、私は大まかに以下の数値をイメージしています。 Poor: 300,000 tris Medium: 150,000 tris Good: 70,000 tris 関連する投稿 https://feedback.vrchat.com/feature-requests/p/option-to-not-take-polygons-into-account-when-enabling-minimum-displayed-perform https://feedback.vrchat.com/feature-requests/p/client-side-polygon-limit-slider https://feedback.vrchat.com/feature-requests/p/avatar-polygon-limit-in-safety-settings https://feedback.vrchat.com/feature-requests/p/increase-the-polygon-limit-by-30k-for-medium-ranked-avatars-on-pc https://feedback.vrchat.com/avatar-30/p/incremental-triangle-limit-for-performance-rankings https://feedback.vrchat.com/feature-requests/p/add-performance-rank-that-exceeded-polygon-limit https://feedback.vrchat.com/feature-requests/p/performance-ranks-below-very-poor
39
Finger Curl Tracking: Networking Extension
Currently, VRChat only transmits two parameters for each finger in the hand: * Finger Splay * Finger Curl This results in issues when networking hand shapes, as there are 3 individual joints on each finger. Only a single bending parameter is replicated, causing desync between what the user with hand tracking sees, and what a remote user sees. This desync creates confusion between players. The issue is also hidden from the average user by only showing them how the hand tracking looks client-side and not after network replication. Player A can be doing a 'Flat - O' hand shape, and Player B would see a more fist-like shape. Similarly, they can do a 'Bent - V' hand shape, with the other player either seeing the fingers curl or stay flat and upright. It would be more effective to replicate a minimum of 3 parameters for each finger: * Finger Splay * Finger Bend * Finger Curl Alternatively, all 3 joints' bend values could be replicated over the network, though it may be of negligible benefit to a majority of hand tracking users. It would definitely be welcome for owners of VR Gloves or those who communicate using Sign Language, however it may also be considered unnecessary. The alternative method that I have explored was doing finger tracking through OSC and avatar animations, but this requires the avatar to be set up specifically with this system in mind. While doable, it is inconvenient and is not expected behavior out-of-the-box for a game which supports skeletal input.
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