Oculus quest 2 vrchat avatars4/19/2023 ![]() ![]() A port of VRChat is also available as a native app for Oculus Quest, which supports cross-platform play with PC users due to hardware limitations, only maps and avatars optimized within specific constraints can be accessed on the Oculus Quest version. ![]() VRChat has extensive support for a large number of PC-compatible VR headsets and accessories, including Oculus, and SteamVR-compatible headsets such as the HTC Vive series and Valve Index. Other exclusive features for subscribers are also in development. On launch, it allows users to display a custom avatar image on their nameplates, increases the number of avatars they can save in their favorites from 50 to 300, grants them an "increased trust rating", and allows them to attach an in-game photo to an invite request. In November 2020, the service announced the VRChat Plus subscription service. Additionally, users can gain a "Nuisance" rank (grey) after gaining too many infractions, such as being muted, and having all communications, avatars, and avatar features blocked. Users can choose to toggle communications, avatars, and avatar features based on their trust level. ![]() This is followed by "User" (green), "Known User" (orange), "Trusted User" (purple), and friends (yellow). When promoted to "New User" (blue) rank, they are given the ability to upload their own content using the VRChat SDK. All users begin at the "Visitor" rank (grey). Users of VRChat are classified into various "trust levels", based on factors such as their use of the platform. In 2022, support for the Open Sound Control (OSC) protocol was added for more advanced interactions with external software and devices. A third-party compiler, UdonSharp, was developed to allow world scripts to be written in C#. While still considered alpha software, it became usable on publicly-accessible worlds beginning in April 2020. In 2020, Vrchat introduced Udon, a visual programming language which uses a node graph system. Some limitations exist in desktop mode, such as the inability to freely move an avatar's limbs, or perform interactions that require more than one hand. VRChat is also capable of running in "desktop mode" without a VR headset, which is controlled using either a mouse and keyboard or a gamepad. Trends and variations of avatars spread through the community like memes, and avatars themselves are sold on places like booth.pm or given for free. Player avatars are capable of supporting lip syncing, eye tracking, and blinking, in addition to mimicking head and hand motion. ![]() Avatars and worlds are created and uploaded by their users using a software development kit for Unity released alongside the game. The game is made up of thousands of connected worlds, in which players can interact with each other through virtual avatars. I know someone who created a working chess game on his avatar with custom shaders and a deep-learning neural net using cameras and render textures.VRChat 's gameplay is similar to that of games such as Second Life and Habbo Hotel. There are PC avatars sooo advanced, that if a Quest user was allowed to "see" it, he would instantly crash from the overload. Even if you quadrupled the polycount that would only capture less than 5% of the magic happening on PC avatars. So the low polycount of Quest just isn't even relevant. Not only are some of these shaders quite expensive to run but a single avatar might have several of them ( multiple materials ), and you can be in a room with 20+ people all doing the same thing. Very talented people have created extremely sophisticated surface and toon shaders that can make an avatar look like it's straight out of a CGI movie or your favorite anime. Also custom shaders are a huge magical thing you see on PC avatars. For us PC players, we need high end chips like an Intel i8,i9 to avoid getting lagged ourselves. Dynamic bones in particular allows avatars to have realistic hair and clothing that flops around and collides with the body. It's all these others things that makes the best PC avatars great. The number of polys plays a tiny role in determining an avatars performance. PC avatars have very advanced custom shaders, custom animations, lots of super hi-res textures, particles, dynamic bones, cameras, render-textures, sound effects, and physics calculations. Keep in mind that polys are only the tip of the iceberg of what makes PC avatars special and also have the smallest impact on performance compared to the other areas I will mention here. You seem fixed on "polycount" with respect to what separates the Quest version from PC. After reading all the follow-up comments from everyone, I want to put a few additional notes for OP. ![]()
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