Performance - Protected/BetterBennett GitHub Wiki

The base version of the avatar has the following performance ranks:

  • 🟡 Medium on PC Due to its complexity, the avatar was design to target the Medium rank. It should load in about a second on most modern PCs.

  • 🔴 Poor on Android Due to the base avatar's polygon count post-decimation, the Android (Quest) version of the avatar targets an Android rank of Poor. (The same avatar version, unmodified, would rank Good on the PC).

Impostors are supported for users with hardware constraints.

Technical details

VRChat's performance ranking is fairly naive in that it doesn't account for local-only features and toggles. Most features in this avatar are off by default, in such a way that the avatar is more lightweight to remote users than it appears . The user can also toggle off parts of the avatar in order to decrease resource usage.

The following tables detail how avatar limits are allocated to avatar functionality by category:

Meshes

Category Meshes
Main avatar 3 skinned meshes (2 on Android) Mesh separation is required on Android due to animator limitations (in VRChat's whitelisted shaders, parameters cannot be animated separately in separate materials when they are in the same mesh). On PC, it's used for subdividing the avatar's large amount of blendshapes into smaller sets.
Local Only Local only features 1 mesh (HUD), 1 skinned mesh (shortcuts) Objects are enabled for the local user when in use, and disabled when nothing requires them.
PC Only Sword 1 mesh Each prop has its own mesh, visible to PC users when the prop is deployed.
PC Only Lucklight 1 skinned mesh
PC Only Steak 1 mesh

Material slots

Category Slots
Main avatar 5 slots (4 on Android) The main avatar uses separate materials for the Body, Outfit, Hair and Eyes. This material separation is required due to animation and shader limitations. In addition, the PC version also uses a material slot for the Vision (on the Quest, the Vision is part of the Outfit and cannot be animated). These materials are always visible.
Local Only Local only features 3 slots Materials that are not visible to the remote user or Quest users include the HUD, Filters and Shortcuts panel materials. These materials may be persistently visible to the local user if their features are in use. Materials are swapped out otherwise.
PC Only Sword 1 + 3 slots The sword prop uses 1 permanent material slot when deployed. Hit and slash particle systems can use 3 more material slots when active.
PC Only Lucklight 1 slot The follower is a separate object, and therefore uses a material slot when deployed.
PC Only Steak 1 slot Like the follower, the steak is a separate object and uses a material slot.
PC Only Fire particles 1 slot When in use, the fire particle system adds another material slot to the mix.

PhysBones

Category Components
Main avatar 10 components (8 on Android) These drive the various dynamics in the avatar's clothes, as well as his hair. If an item of clothing with an associated PhysBone is disabled, the PhysBone is also disabled. All cosmetic PhysBones can be forcibly disabled under System features.
Android limitations Googly eyes 1 component On PC, Googly Eyes use a PhysBone as a spring.
PC Only Sword 2 components The sword prop uses PhysBones for detecting slashing motions and deploying slashing effects.
PC Only Lucklight 1 component The lucklight's manually positionable flight target is mounted on a PhysBone.
PC Only Steak 1 component When deployed into world space, the Steak is mounted on a PhysBone for positioning.

VRAM

Measurements performed with Thry's Avatar VRAM calculator.

Category Estimated usage
Main avatar 63mb (on PC) In its base state, the avatar costs 63mb of VRAM to PC users, which VRChat classifies as `Good`. Most of it is due to texture atlases for the Outfit and associated masks, including the Normal Map, which each have a 2048x2048px resolution (as provided by HoYoVerse). On Android, the Outfit atlas has been downscaled to 1024x1024px, cutting down on VRAM usage. Toggling clothing and body settings on and off has no additional cost.
PC Only Props 2.5mb The combined cost of all of the props is very low; they add less than 3mb of VRAM when they're all enabled.
Local Only Shortcuts 0.75mb The shortcuts panel has a negligible cost.
Local Only HUD 4mb The head-up display adds 4mb of VRAM to the local user when enabled, which include 512x512 pixel render textures for the cameras in the corner panel (note that the HUD is enabled by default, but if you disable it the setting will be saved.)
Local Only Maximized cameras 8mb Maximizing the avatar camera will swap to a high resolution render texture setup that adds a not insignificant 8mb of VRAM cost to the local user on top of the HUD cost.
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