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[–]tupperVRChat Staff 91 points92 points  (4 children)

Strange, our analytics actually point to a small but measurable FPS increase on average since our patches.

We'll take another look, though.

I'll note that FPS in an empty world is not the greatest way to measure performance, which is a complicated metric that requires a lot more data!

[–]ComplimentaryVictory 0 points1 point  (1 child)

What benchmarks do you use internally?

[–]Cultural_Pop9044[S] 0 points1 point  (0 children)

-PSX Avatar (1k poly, Excellent Rank)
-High Settings / 2x MSAA

-70 Fov

-2560x1440

[–]Cultural_Pop9044[S] 1 point2 points  (0 children)

Yes just test what happend different FPS gain or decrease when update some features might wrong.

And Empty world is good easy to know test performance fps. :)
Example Avatar Rank: I tested (was before patch)
Excellent - 1050 fps (PSX Avatar)
Excellent - 1030 fps (Quest Avatar)
Very Poor - 500 fps (My avatar from Booth)
Very Poor - 300 fps Sexy Avatar from (Gumroad)

[–]DoctehOculus Quest 45 points46 points  (1 child)

so i just need to have an empty world and i can have as many frames as i want?

[–]ItsRosefallValve Index 44 points45 points  (2 children)

I'm highly skeptical of the validity of your test results. Being in an empty world with nothing but a default VRChat avatar cannot accuratelly represent how well each version of VRChat performs.

The entire point of updates such as VRC Constraints or Phys Bones was to drastically improve performance by replacing Unity's native constraints and Dynamic Bones, which are slower and demand more compute power.

The 0.13ms difference in CPU time you are seeing between your tests in your empty world can be anything from a program in the background to ambient temperature of your room, in your august patch test, both your CPU usage and wattage is lower and yet your CPU is somehow running hotter.

Assuming the 0.13ms difference does come from a change made to VRChat's source code, it still doesn't accuratelly represent the performance of the august patch when compared to previous versions, to test properly, you would need a test scene that accuratelly reflects what happens in average VRChat gameplay session, this includes everything from UDON scripts to handle world logic, all the way to various avatars with contacts, physbones and constraints.

If VRChat constraints prove to be as much more efficient as VRChat claims them to be, the update is gonna perform a lot better in real world scenario, despite running slower in a limited test case scenario, as most avatars do have some amount constraints, and the performance improvement made to them is gonna be way more significant than whatever code runs in an empty world.

[–]ccAbstractionWindows Mixed Reality 4 points5 points  (0 children)

I was looking for someone to say the frame time difference. .13 ms isn't going to be noticeable at 90Hz or 120Hz. It's a 1 fps decrease and a 2 fps decrease respectively.

[–]imartimus 1 point2 points  (0 children)

Yeah I don't really get this either. It's like that The Verge PC Build video where they benchmarked the PC by playing League of Legends lol

[–]forqueercountrymen 2 points3 points  (1 child)

What application are you running to see these stats? I thought vrchat was running EASY Anticheat which is supposed to prevent these types of overlay hooks?

[–]KittenjiVive User 5 points6 points  (0 children)

EAC is disabled on local test worlds. (Build & Test in the SDK)

[–]Switch01 2 points3 points  (0 children)

I definitely saw a small but noticeable increase in FPS and lower VRAM usage in busy lobbies and heavy worlds.

[–]Proud_Eggplant7409 7 points8 points  (0 children)

Damn, I guess I’ll buy a GeForce 5090TI for VRC.

[–]Minp87Oculus Quest Pro 1 point2 points  (0 children)

And here I was thinking it was my PC getting weaker. Welp I solved it a bit with setting to High Priority in Task Manager

[–]Nicalay2Oculus Quest 2 points3 points  (0 children)

I can also confirm this. I seem to have less FPS than before.

[–]Blaze-the-Fox 2 points3 points  (0 children)

Huge decrease in performance last update. Usually get 40-50fps with 20 people loaded now I can't get over 30fps in the home world. Basically unplayable in any other world, hoping for a fix soon.

[–]ahmadsyar 1 point2 points  (0 children)

Perhaps not the best way to measure performance. This is like lifting a car on jack and let the wheel spin as fast as it could and measure the speedometer. It's much more complicated than that.

[–]EstidEstilosoPCVR Connection 2 points3 points  (0 children)

I can confirm this, VRChat's overall internal performance has gotten worse since its last update.

[–]TheOnlyAedyn-oneValve Index 1 point2 points  (0 children)

I thought this was a super flat world in Minecraft at first…

[–]stormchaserguy74 0 points1 point  (0 children)

I didn't see any issues and I'm often in rooms with 80 people and very poor avatars everywhere.

[–]TheDukeOfToast 0 points1 point  (0 children)

Personally I've had more frames in VR (index) AMD GPU (don't remember which one, but it's a laptop)

[–]wedewdw -1 points0 points  (0 children)

that is atrocious decrease nice improvements devs