Vrchat sdk bypass poly limit1/13/2024 ![]() You can combine UV maps to work with combined textures via blender, although it might reduce the quality slightly, it makes it MUCH easier to load the model.) a model has. You should only at most need two, body/skin and eyes/mouth. The only hard part about a draw call is the amount of textures (So how many materials do you have? If its over 3 for that 25K poly limit, there's a problem. It can quickly load pretty much any model you can throw at it in micro seconds. Draw calls are often resource-intensive, with the graphics API doing significant work for every draw call. Here's the basics of what you need to know:Ī drawcall is to draw a GameObject on the screen, the engine has to issue a draw call to the graphics API (such as OpenGL or Direct3D). ![]() I can easily load hundreds of copies of models with 100K polygons on a shitty dell desktop made in 1997, so what the heck) if they're remaining below 70K.įrom what I can tell, everyone doesn't seem to understand that a drawcall is what causes immense lag in literally everything that is VRChat. I've said it once and ill say it again, polygons do NOT create lag (Unless you run a PC built from a toaster back in 1609. There is absolutely no reason that the SDK should be limited to 25K, nearly everyone who makes the arguments about lag know nothing at all about game development.
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