@RiseShields@Aigis_VR It is that easy. Always remember the loading screen note "Keep private things private". That includes very revealing outfits and everything releated to erp.
@xNanochip I never questioned the x3d performance. I just said it's stupid to tell people to avoid 13th and 14th gen Intel cpus under any circumstances. With fast and tuned ram those cpus still deliver a very good performance in vrchat.
@MaraRizer Don't forget to use the correct bounds. 0.90, 1.17, 0.22 implies that your bounds are too small and have mixed sizes. Ideal is 2.00, 2.00, 2.00
@UnknownSquids@LumiiVRC First unpopular opinion: give people proper documentation and tools to do it.
Second: if no lods are found or detected, the sdk prevents an upload.
It's a steep learning curve but in the end everyone would benefit from it๐
@Kat_Fillet@BrokenBrickVR You should make it more clear/obvious if it was meant to be hyperbolic.
And of course, 1 million triangles is way too much for one avi. Sadly it's possible to upload an avi with so many triangles, the sdk doesn't prevent it.
@LumiiVRC And remember that vrchat itself is a huge bottleneck because it still uses DirectX 11 - an api from 2009. Even the fastest cpu's are dying in big instances because DX11 is heavily single threaded.
@LumiiVRC Modern games with high-end graphics draw millions of triangles on your screen without issues, especially open world titles. Triangles alone are ineligible for performance measurement.
Too many skinned meshes, materials, particles and heavy shaders are FAR worse in vrchat.
@Kat_Fillet@BrokenBrickVR Don't be stupid. Modern avis are far above 100k triangles without a single outfit on, just the body, head and hair meshes. Mayo for example has 128k triangles.
Adding one outfit can easily increase it to 150-180k or even more.