As a new world creator for VRChat, and as someone who's already expirenced in 3D art, I can already tell I'm gonna be coming back here a lot! Subbed!!!
this is super helpful, thank you so much! im working on my.... 15th world? and although i knew most of the things, i wanted to be sure i was doing everything to keep my world as optimized as possible
I'm surprised you didn't mention static batching VS gpu instancing and how that could drastically improve performance. Or even the mention of vertex colors instead of multiple materials in a scene for flat colored materials since vertex colors are practically free and do not use UV space. Could we get a more detailed guide with even more of these tips? I feel like people finding this video could benefit a lot from it.
you helped me so much whit this video, THANK YOU! :3 i just started to do an real life to vr build of my home so.. there are manny objects that i still need to build.. befor your video, everything was lagging like crazy but now it is going as smooth as hot butter ;)
I personally never use lights in general for my worlds. It has cause severe problems with Quest users, which I happen to be. i often hand-make all the light maps and just add it as an emission to whatever I want. The only light I tend to keep is the directional light that is the "sun" of the world. I use s series of these to save on world size. I recently made a hangout world and baked lighting into it. The file size was about 30mb + some problems with certain areas being lit incorrectly. I removed all the lights and put only emission maps on the things I wanted illuminated: 6mb and it had the basic toony look I was going for.
For a world with real-time lighting, AO textures are definitely useful for certain objects. Since some objects will end up looking like they have flat lighting or very little shadowing going on. If your baking the lights tho, then yeah, you don't really need AO textures on anything, since it's automatically done by baking.
If you do need an object that has a lot of polygons, import it into blender and use the decimation modifier. Slide the bar in it down until it starts not looking good. Your texture will cover up a good chunk of the blockiness, apply, and export as fbx. If you opened the model in the unity assets folder it will just update. And if you shader has smoothness turn it all the way down. If you don't you have a nasty looking film on everything.
I know you guys joked about how AO maps don't make a difference but they really do, especially in dimly lit maps or any maps that use primarily baked lighting. Unless you're using very special directional lightmaps at really high resolutions.
I really like the video. useful information delivered efficiently and you guys were entertaining to watch. The video ended before I knew it and I want more.
Love the video, great tips for beginners! My only feedback isnt even about the tips its about the production; Toast has some weird noise/clicking in the background of their microphone when speaking which is very distracting.
What about atlassing everything in your world to one material lol. Also crunching textures is a bit overated, it does not do that much, while reducing texture size is one of the best things you can do, as you mentioned. You can also see all textures currently used in a scene with a tool called Ressource Checker. I hope this video will reach many, so that new worlds are able to be enjoyed by more people.
Thank you for the kind words! On crunching: Just yesterday I helped someone optimize. Crunching textures alone lowered a world from 488MB to 87 MB. However, if your textures are already small and optimized, crunching might not do as much.
@@Dorktoast whoa those file savings are wild, very nice. I just supersample larger textures for an atlas and the most savings i was able to get were 3 mb on a 45mb project, so wasnt worth it in my eyes. Crunch also has artifacting that become more noticeable on quest and still take up as much vram as the uncompressed texture of that resolution has, which means reducing res is better in that regard too. However all that said, its hard to argue how effective it is for most people to just crunch when I see your friend go to 1/5 of the file size with 1 option alone, very commendable.
I have to disagree with your idea about crunching textures. If your world is designed for casual use (such as a home world), it is the the only way to get a well-textured world to be available to quest users due to the 100mb world limit. For anyone in this, the VRC World Toolkit (an optional package on the creator companion) allows for mass crunching of all textures and includes options for the compression rate and resolution limits of those textures.
Please make more of those Videos! This is a lot of useful Information thanks a lot! How about create a world for VrChat fast or Something Like that. Beginner to pro. 1 hour vs 10 hours Work. I think youre able to teach us a lot!
Worth noting that this video already assumes a general beginning knowledge of Unity and/or the VRChat SDK. More "basic" tutorials are in the pipeline.
Can yall make more content like this for VRChat? It's both comedic and I learned a lot too. You guys are fucking great!
Oh yeah. more on the way.
@@Dorktoast 😔🙏
holy shit why is this not massively popular? this was hilarious, short and informative (i learned about occlusion baking) ! thank you!
Everytime the chair was thrown to highlight "Unacceptable!!", well, it made my day! Thanks for the fantastic tips!
As a new world creator for VRChat, and as someone who's already expirenced in 3D art, I can already tell I'm gonna be coming back here a lot!
Subbed!!!
this is super helpful, thank you so much! im working on my.... 15th world? and although i knew most of the things, i wanted to be sure i was doing everything to keep my world as optimized as possible
I'm surprised you didn't mention static batching VS gpu instancing and how that could drastically improve performance. Or even the mention of vertex colors instead of multiple materials in a scene for flat colored materials since vertex colors are practically free and do not use UV space. Could we get a more detailed guide with even more of these tips? I feel like people finding this video could benefit a lot from it.
Could u explain more on vertex colours?
you helped me so much whit this video, THANK YOU! :3 i just started to do an real life to vr build of my home so.. there are manny objects that i still need to build.. befor your video, everything was lagging like crazy but now it is going as smooth as hot butter ;)
you are Severely underrated.
DUDE. The info is great and all but this youtube video itself is WOAH. Goals!!
This was one of the most informative but funniest videos I have seen for this topic :p
I personally never use lights in general for my worlds. It has cause severe problems with Quest users, which I happen to be. i often hand-make all the light maps and just add it as an emission to whatever I want. The only light I tend to keep is the directional light that is the "sun" of the world. I use s series of these to save on world size.
I recently made a hangout world and baked lighting into it. The file size was about 30mb + some problems with certain areas being lit incorrectly.
I removed all the lights and put only emission maps on the things I wanted illuminated: 6mb and it had the basic toony look I was going for.
Incredibley high quality video, learned alot while also being entertained. Thanks for the guidelines and pointers
I hate how the bit at 4:09 actually makes sense to me.
For a world with real-time lighting, AO textures are definitely useful for certain objects. Since some objects will end up looking like they have flat lighting or very little shadowing going on. If your baking the lights tho, then yeah, you don't really need AO textures on anything, since it's automatically done by baking.
The way this video is made is absolutely perfect :D
If you do need an object that has a lot of polygons, import it into blender and use the decimation modifier. Slide the bar in it down until it starts not looking good. Your texture will cover up a good chunk of the blockiness, apply, and export as fbx. If you opened the model in the unity assets folder it will just update. And if you shader has smoothness turn it all the way down. If you don't you have a nasty looking film on everything.
amazing video covered all the biggest things
Why does this video not have more views this is amazing
Very informative and entertaining! Thank you!
Very well edited! I will also keep these tips in mind.
Wow this was surprisingly high quality! Keep up the good work!
I know you guys joked about how AO maps don't make a difference but they really do, especially in dimly lit maps or any maps that use primarily baked lighting. Unless you're using very special directional lightmaps at really high resolutions.
I really like the video. useful information delivered efficiently and you guys were entertaining to watch. The video ended before I knew it and I want more.
THANK U SO MUCH DADS OF OPTIMIZING
Love the video, great tips for beginners!
My only feedback isnt even about the tips its about the production; Toast has some weird noise/clicking in the background of their microphone when speaking which is very distracting.
wow. super useful video and super well made, thank you
What about atlassing everything in your world to one material lol. Also crunching textures is a bit overated, it does not do that much, while reducing texture size is one of the best things you can do, as you mentioned. You can also see all textures currently used in a scene with a tool called Ressource Checker. I hope this video will reach many, so that new worlds are able to be enjoyed by more people.
Thank you for the kind words!
On crunching: Just yesterday I helped someone optimize. Crunching textures alone lowered a world from 488MB to 87 MB. However, if your textures are already small and optimized, crunching might not do as much.
@@Dorktoast whoa those file savings are wild, very nice. I just supersample larger textures for an atlas and the most savings i was able to get were 3 mb on a 45mb project, so wasnt worth it in my eyes. Crunch also has artifacting that become more noticeable on quest and still take up as much vram as the uncompressed texture of that resolution has, which means reducing res is better in that regard too.
However all that said, its hard to argue how effective it is for most people to just crunch when I see your friend go to 1/5 of the file size with 1 option alone, very commendable.
I have to disagree with your idea about crunching textures. If your world is designed for casual use (such as a home world), it is the the only way to get a well-textured world to be available to quest users due to the 100mb world limit.
For anyone in this, the VRC World Toolkit (an optional package on the creator companion) allows for mass crunching of all textures and includes options for the compression rate and resolution limits of those textures.
Great video!
10/10 quite helpful!
You guys doing a grate job
Meen.. that was good to watch!
do you have any tips or tricks to make vrchat worlds better?
for example, adding rain effects, or blowing leaves, or decorating textures using decals?
So fun to watch and great for newbies like me 😃 thx
the only reason i'd even want to rip maps from other games is so that every phineas and ferb map is playable in vrchat
No more VRChat videos? UNACCEPTABLE!
please make more. 😅
Wait, why is ripping maps from other games immediately bad?
Please make more of those Videos! This is a lot of useful Information thanks a lot! How about create a world for VrChat fast or Something Like that. Beginner to pro. 1 hour vs 10 hours Work.
I think youre able to teach us a lot!
amazing were i subscribe and were is the patreon?
I have baked lightmaps, crunched textures, reusing textures, compressed low-poly meshes (that I made myself), but it's just like 8% only... T^T
That is absolutely cursed who makes a shrine to tod howard
anyone know a good vid to learn how to do tip 5?
Just went from 127mb to 9mb.
Fun times 😂
"U dont wanna use ripped worlds cuz thats bad" haha oki dad😅