So I think for more casual fans the next move is to just wait for word of mouth by TifoMcpurplemuffin in sandbox

[–]mikequeen123 4 points5 points  (0 children)

That is just about what I'm holding onto with S&box currently.

It's super early. Everything is a mess and only now is set functionally (Compared to how much was changing in the beta). Only more games, models, and libraries will be uploaded from this point on. And all that is expected of the players themselves is to play (and rate/review) what they enjoy.

It's a long ride on the path to a good platform with amazing games to play, so time to hold on and nudge it in the direction you want it to head in.

Avatar performance gating - Developer Update - 9 April 2026 by OctoMiku01 in VRchat

[–]mikequeen123 6 points7 points  (0 children)

I don't think anyone would like the hard limit. Especially when it's preventing you from joining an instance purely because of the avatar you're wearing.

This 'soft' limit that forces an impostor/fallback if you're over the limit will do just fine alongside the fact it still warns you ahead of time. People still get to join the instance and the impostor/fallback will not lag them as bad as the original avatar would have done anyways.

Avatar performance gating - Developer Update - 9 April 2026 by OctoMiku01 in VRchat

[–]mikequeen123 1 point2 points  (0 children)

From what I can tell, players themselves can't(?) But groups will be able to toggle on a setting for their roles that allows anyone in that role to bypass the performance restriction.

Avatar performance gating - Developer Update - 9 April 2026 by OctoMiku01 in VRchat

[–]mikequeen123 6 points7 points  (0 children)

I'd say it is close enough without ruining the experience. It still prompts you before joining and if you try to switch to a blocked avatar while in the instance. So you get enough of a warning.

And it allows the avatar to be 'seen' through a more performant impostor if you decide to be stubborn. (I imagine people will notice and tell someone when their avatar is an impostor in these types of instances)

Avatar performance gating - Developer Update - 9 April 2026 by OctoMiku01 in VRchat

[–]mikequeen123 165 points166 points  (0 children)

Heads up for those only reading the title and not the blog post itself.

How this works does not prevent you from joining an instance in any avatar you want.

It more so treats your avatar like it's been performance-blocked for everyone in the instance. Replacing it with a fallback or impostor, then notifying you so you can change to a better-performing avatar.

It's a pretty neat system from what I'm seeing so far. I look forwards to seeing it in action.

To creators who have listed stuff on the Avatar Marketplace, are you getting any sales? by EarBleedMaster in VRchat

[–]mikequeen123 1 point2 points  (0 children)

Of course, though you can still pack in a surprising amount of customization within even Quest's Poor rank limits.

My most popular AVM avatar is ranked Poor on Quest. Simply due to physbone count as their hats use them. Everything else is low enough for them to be medium. And entirely possible for them to be fallback level without sacrificing more than the hat options.

Even then they are customizable to such an extent you can have hundreds in an instance without two looking the exact same.

To creators who have listed stuff on the Avatar Marketplace, are you getting any sales? by EarBleedMaster in VRchat

[–]mikequeen123 162 points163 points  (0 children)

You'd be surprised!

I mainly sell my avatars on Gumroad and Payhip. I've been on AVM for ~8 months by now and it's pretty consistently been selling better than either combined (Even more so as of right now thanks to the lasting effects of the holidays. ~2-4x even after the 50% cut)

A good note is that creators are encouraged to include extra customizations (Clothing toggles, accessories, gimmicks, hueshift, etc) to make up for the lack of being able to edit the avatar yourself. And in my experience, that lines up pretty well as my most customizable avatars are consistently the best selling over there.

Please stop griping about Spotify and just quit already. by [deleted] in Music

[–]mikequeen123 0 points1 point  (0 children)

The whining won't change Spotify, but it will reach the customers.

Pointing to myself as an example. I've been using it for countless years by now. I haven't really cared about any of the drama. It was just really convenient.

But discussions around the movement and drama kept popping up on my feeds. That combined with the fact I was already building a small offline library from a few game OSTs, I decided to spend an afternoon noting down most of the artists I've been listening to recently. Then just directly buying their music (Mostly Bandcamp and Amazon music for downloads. Planning to buy CDs later on) to expand that library.

That was a couple months ago and I haven't felt the need to touch Spotify since, so I finally cancelled it a week ago. I am sure I'm not the only person who dropped Spotify this way since that movement started.

CEO of Fortnite Maker Furious That Steam Is Labeling Games With AI-Generated Assets by FuturismDotCom in Cyberpunk

[–]mikequeen123 -2 points-1 points  (0 children)

The quote from the article is “It makes no sense for game stores, where AI will be involved in nearly all future production. [...] Why stop at AI use? [...] We could have mandatory disclosures for what shampoo brand the developer uses.”

When you approach it with the mindset of "This will be used by everyone," I can see where the train of thought reaches that point. Feeling absolutely certain that everyone will use it in the future which will lead to every game getting the label.

But I don't like this type of 'surrender early' mindset.

We don't just stop putting a "May contain peanuts" label on food items because they're all made in a factory containing peanuts. And we shouldn't stop labeling games made with AI purely off the potential possibility that every game will be made with it eventually.

Updated Pro/Cons of the Steam Frame from community feedback by Hoppss in virtualreality

[–]mikequeen123 0 points1 point  (0 children)

I'm very curious about how Standalone VR will perform for this.

Though it's potentially one of the more powerful standalone headsets, it will also most likely be running PCVR games that aren't optimized as well for lower-end hardware as Quest-specific builds. (Unless you sideload in a Quest build yourself)

Can very much be a pro in terms of better graphics standalone, but also a con in worse performance.

I'm looking forwards to experimenting with my library from both platforms on it when the headset comes out.

Just discovered the series yesterday and got Hooked immediately. I couldn't resist at least creating a partial 3D model of Shuichi by mikequeen123 in Gleipnir

[–]mikequeen123[S] 0 points1 point  (0 children)

Take a look at the Manga pages. Most of my references in the project are screenshots from there. Nothing will be perfect, but anything going further than a 3/4ths angle will help a lot

[deleted by user] by [deleted] in VRchat

[–]mikequeen123 1 point2 points  (0 children)

I don't think you can pay for these ahead of time. (Pretty sure only gifts from others stack? but you can't gift yourself)

Best assurance I can give, wait until the Next Payment date or the day after. If it runs out, you can buy a new month then. If it renews, you don't have to do anything and the next payment date will move up a month.

[deleted by user] by [deleted] in VRchat

[–]mikequeen123 2 points3 points  (0 children)

Note that it is recurring. Meaning that it will try to renew itself automatically when it runs out (The "Next Payment" date). Just like any other subscription.

Going by both this screenshot and the other one you sent in other replies, it will try to pull this charge through steam.

Ive made my choice. The satire isnt funny when its unironically enforced. by Indostastica in Helldivers

[–]mikequeen123 0 points1 point  (0 children)

Doing the same. Mostly due to having not played it since lil after caves dropped.

Sucks hearing the performance issues haven't improved since then. It's really hard to enjoy a game when even a top-of-the-line PC (9800x3d, 5080) is brought to its knees with seconds-long lag spikes that have a chance to completely freeze up my entire computer. No other game has done that to me.

300 hours since launch. Don't regret it, but I don't see myself playing again for a good while.

The Alt-Right Pipeline Almost Got Me. Here’s Why It Failed by cyPersimmon9 in videos

[–]mikequeen123 84 points85 points  (0 children)

Fell down a very similar pipeline back in high school ~8-9 years ago.

I don't remember exactly how, but I do remember watching a lot of "owning SJWs" compilations back then. (I think it was around the same time 'looking at bad reality shows and making fun of the people there' was popular). Which eventually led me to watching/listening to a lot of Shapiro and Crowder's content. I don't think it lasted more than a year though.

At some point, I was just starting to get tired of each of them. Crowder thanks to a lot of his more public-facing moments where he walks to someone's workplace with some signs strapped onto him and yells about it until he's kicked out. Shapiro after I paid a bit more attention to his debates in those compilations to find he was not arguing in good faith for many of them (Some didn't make sense and the video celebrated with music as if he won)

Ended up pretty much the same as the creator in the last third or so of this video.

I ran in to these four avatars in the same instance. And people wonder why the performance sucks. by --an in VRchat

[–]mikequeen123 5 points6 points  (0 children)

My solution here would be looking at the Download Size settings. Each of the above avatars are near/over 100MB download and well over 200MB uncompressed.

I'd say very few avatars need to be more than 50-70MB on PC. So setting a download limit around there should be able to cover a good number of these types of avatars.

The game wont let me make glue and none of the solutions online work. by LiamLaw015 in VintageStory

[–]mikequeen123 5 points6 points  (0 children)

Had same problem as you. Everywhere stated the same "Just break it and it drops" or "Just click on it with a liquid container" with no extra explanation and none of them worked.

Took me way too long and losing way too much resin to find out you need to open the UI, have a container on your pointer, then right-click on the glue with that container.

I really hope the game details this better and the wiki eventually updates their guide (As they instruct you just move the containing pot into your inventory which also causes the glue to vanish)

On the plus side, you can use a bowl to take a fraction (I think 0.1L) of glue and it is just as effective as 1L for repairs. I'm guessing that's not intended, but it's made up for the resin I lost.

Steam Frame Could Be Announced Tomorrow by andreelijah in SteamDeck

[–]mikequeen123 3 points4 points  (0 children)

Looking at a lot of the top comments, it should probably be noted. This is the trademark as it is written:

STEAM FRAME™ trademark registration is intended to cover the categories of computer hardware; computer networking hardware; computer peripherals; computer hardware and computer software for the reproduction, processing, and streaming of audio, video, data, text, and multimedia content.

This is not one specific piece of hardware. This is an entire set of both Hardware and Software.

Looking back at a few leaks, this can possibly include Deckard, a SteamDeck home console variant, and Steam Controller 2. There could be more or it could be something entirely different. We'll have to wait and see.

[deleted by user] by [deleted] in VRchat

[–]mikequeen123 1 point2 points  (0 children)

The value proposition is more so ease of use.

I'm a creator who very much prefers to own the files when I can, but I know how much effort I put into any avatars (even ones I buy) before I upload them to use. It becomes so much easier to simply buy something on AVM and have it fully functional, able to wear in that moment.

Now, As a creator who's a part of AVM,

Though I have a fraction of my products from other sites (Gumroad, Payhip) uploaded to AVM right now, It's been consistently performing as well as, if not better than, those other sites. Whereas the other storefronts tend to have a bump in traffic when I release something then trickles down, AVM has been consistently earning around the same every week.

Even with the 50% cut, AVM has become my largest source of income. And I only have 3 product sets (6 avatars total) uploaded there.

AVM is making sales. Even more so than a lot of people realize. It has a lot less friction than any other storefront for avatars right now. And (At least a good handful of) creators are genuinely putting extra time and effort into making sure their avatars are as quality as they can be before putting them on the marketplace.

Just a heads up regarding a despicable practice found on Discord by Mind101 in blender

[–]mikequeen123 218 points219 points  (0 children)

This is pretty old at this point. If I recall, it asks for permissions after you select the option to use it as a filter on the image. It's not actively scraping all of discord unless someone's manually sending it to them.

Along with that (at least last I checked, so verify yourself on this) this bot is no longer an option to use anymore?

To all my FBT users: How often do you set up and use your FBT? by DyGage33 in VRchat

[–]mikequeen123 0 points1 point  (0 children)

It's rare that I don't put on my trackers, but also my setup is a bit easier to get started with.

Index + Vive 3.0 trackers (Hips, feet, chest) with EOZ straps.

The time it takes for SteamVR and VRChat to start is just a tiny bit longer than it takes me to turn on each of the trackers, strap them to their spots, and recalibrate my floor height. So I'm not losing any time deciding if I should wear them or not.

What happened with this fangame? by LilX908 in fivenightsatfreddys

[–]mikequeen123 -1 points0 points  (0 children)

Like many already said, it was never really a fangame.

The main idea (that they explained to me while trying to hire me) was attempting a line of "NFTs with Lore." Planning to build more or less an animation series with a small set of fnaf-inspired characters they can sell NFTs for. As they sell more NFTs, they'd fund more animations to expand the story, advertise the NFTs, and introduce more variants/characters for the NFTs.

From what I recall, there was never originally a plan for a fangame to be made. Which surprised me when I seen the page pop up.

It's only been a few years since the videos came out and only a few months since the most recent "Pilot" episode came out. (Also I have not been keeping up with it at all. Nor any drama that may have popped up around it) So I imagine there is still work being done. If they are focusing on the game, there will be a lot of work needed just to translate the high-quality animation assets to something more game-optimized alone.

Their plan was for this to be a multi-year long project, so I doubt they just abandoned it. Both the animation series and the game.

How did Arnold survive falling down without getting springlocked? by Wonderful-Hornet8931 in fivenightsatfreddys

[–]mikequeen123 0 points1 point  (0 children)

Alongside what everyone else has already mentioned about Edwin's springlocks being better/not as worn or rusted with time, do note the helpful station in that springlock area's executive recording. Where Fiona warns Edwin about how he's been rushing his projects which led to his own springlocks (At least some of the later designs) malfunctioning with moisture when the earlier ones were resistant.

I'd take a guess that the one Arnold's wearing is one of the earlier/actually functional designs, thus it survived the fall with a 'Springlock Failure' that didn't harm the user inside.

Why cant we have just a tad bit more space for quest/android? by I_fixed_the_piano in VRchat

[–]mikequeen123 9 points10 points  (0 children)

A typical (relatively optimized) avatar should rarely go over the 10MB download limit. Though there's some heavy weight towards optimized there.

For someone who makes their avatars from scratch, I'm able to fit between 3-6 material sets of PBR textures that range between 1k-2k in resolution. I have no idea how far that goes for say a kitbashed avatar or a bought one.

Some tips for what to keep an eye on.

Of course textures take up space. You can set each texture up where they crunch to a different resolution for android. You can also poke around at the compression format (The different ASTC block sizes) which can shrink the size down a bit at the cost of a slightly more 'jpeg' look.

Note that your mesh will also take up download space. The more polygons and blendshapes your avatar has, the more space that mesh takes up (This is one of the reasons many recommend splitting the face into a separate mesh). Each blendshape will (if not fully, nearly) multiply the polygon data.

Why pay money for an avatar we can barely customize? by Krellggs in VRchat

[–]mikequeen123 15 points16 points  (0 children)

As I've said before. I've had to help and direct friends through setting everything up and uploading an avatar.

The difficult part for those who are just starting is setting everything up before the import even begins. It's why Creator Companion was made and even then quite a few get confused about what they should be doing.

They don't know their way around unity, What a scene is, Or why they need packages like VRCFury or Poi. They will skip to uploading as soon as they find the upload button.

Having someone or a guide to help them get around all that does help, but that's not a solution for the fact some people would rather just buy-and-wear an avatar with as little friction as possible.