VRCFury 1.820 adds the Unlimited Params component that I have been working on!
Just add that component to your VRChat avatar and it will magically optimize ALL your float/int parameters used on radial toggles. 🪄
My avatar got optimized from 253 bits to 125 bits 🤩
Thank you for everyone who supported me!
Thank you
@flexuhVR
for making the assets available to me used in the video.
Thank you
@LynxJinxxy
for having my addon on
@Jinxxy_com
.
Under the hood it will search for all float & int parameters used on radial toggles. (Ignores parameters effected by parameter drivers)
2x 8 bits parameters are used to sync a near unlimited amount of params.
For any more questions ask here in replies 😊
@BlipsyVR
It makes all your radial float/int toggles local (non synced), and uses animator logic to copy from a single float parameter, that is being used to sync all of the optimized params.
The side effect is that it might take a little longer to sync the radial toggle.
@ThatDogVix
not exactly
the idea is to reject false weights that would’ve gotten transferred from a wrong area. For example sleeves transferring weights from the torso instead of arms at the armpit area.
this leaves "holes" that get filled in a smooth manner with Weight Inpainting.
@CrunchyFrajs
the face tracking parameters are synced every 0.1s.
most avatars smooth heavily on remote because of it, which means a lot of expressions are "smoothed" away on remote
@music_freq
VRCFury applies the changes when going into play mode or uploading.
Make sure to inspect the VRCFury generated asset and not your original as that won't be changed.
@LiindyVR
when someone first loads your avatar it will take (amount of optimized params) * 0.1s to sync them all.
when you use a radial toggle that has been optimized, it should have close to the same delay as normal.
we use change detection to instantly sync the changed param.
@Mamalucy_vrc
@Hella_Faithh
you can try deactivating "Allow Flipped Normals" and/or spread the legs a transfer while legs are in A-pose (might need reposing)
@ScarlettKat_
@flexuhVR
@LiindyVR
we had smoothing in animator implemented to reduce the jitter. but there's a limitation with negative values (relevant for OSC), so that it got removed for now.
we might reintroduce it in the future again.
@elyx0
@BlipsyVR
i recommend setting up an avatar with a VRCFury Unlimited Toggles component and look at the resulting FX controller after the build process
@byBabyCupid
should work just fine.
I checked the bone influence count per vertex limit on the SL wiki and it's 4 like in a lot of engines.
so default settings should just work!
@kendra_kayden
make sure VRCFury is updated to the newest version and on your avatar game object (where your Avatar Descriptor is), add the Unlimited Params component
@Zevyre
They are continuously synced. It has change detection to prioritize recently changed toggles.
VRChat sync rate is ~0.1s and cuz of the optimizer only one parameter at a time is synced.
So if 10 params got optimized, it might take a second to sync them all.
@Blue_Fire45
face tracking parameters are not effected as their are not on radial toggles (only parameters on radial toggles are effected)
also currently FT is implemented as 4 bit float encoded as 4x bool parameters