hoyonyan Profile
hoyonyan

@hoyoVRC

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216
Following
6K
Statuses
3K

VRChat Like: music, photo Avatar: セフィラ, ルーナリット, ライム

Joined January 2024
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@hoyoVRC
hoyonyan
3 months
おはようさぎ
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@hoyoVRC
hoyonyan
2 hours
anatawaさんとMac使いやすいよねって話したからALCOMとUnityを軽く試してみたけど全然良きです。M3とかM4なら結構快適そう。
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@hoyoVRC
hoyonyan
7 hours
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@hoyoVRC
hoyonyan
9 hours
好きな曲流れた時DJブース前まで来て、すき……って言って戻って行く奴めっちゃおもろい。
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@hoyoVRC
hoyonyan
9 hours
RT @Fkyowa_otsb: 【クラブでDJを聴く時のマナー】 ・あーー!!!あーー!!!!!!!(知らない曲) ・おいおいおいおいおいおいおいおいまてまてまてままて(知ってる曲) 皆さん、ちゃんと叫びましょうね
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@hoyoVRC
hoyonyan
13 hours
@Tetsu_Fe26 どっちもめっちゃ美味しそう!
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@hoyoVRC
hoyonyan
13 hours
@chiwawa7th やっぱりなかった
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@hoyoVRC
hoyonyan
13 hours
@haine_Luruleah あったー!雰囲気良かったから行ってみて! Δ Hidden Forbidden Holy Ground
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@hoyoVRC
hoyonyan
14 hours
RT @haconiwa_VRC: 明日夜21:00はアニメでよろしくお願いしまニメ
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@hoyoVRC
hoyonyan
15 hours
Refuge: Clarity (Trance Music) saikou music
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@hoyoVRC
hoyonyan
1 day
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@hoyoVRC
hoyonyan
1 day
@RolTaa_VRC 紛失はすぐ対応してもらえるはずだから電話しな〜
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@hoyoVRC
hoyonyan
1 day
なるほど~
@_rygo6
Ryan Goodrich
1 year
I find a lot of VRChat+Index users have their SteamVR settings set in suboptimal ways. I suspect this is because a bunch of YouTube videos spread recommendations and information about SteamVR that was just plain wrong or many years out of date. So, for those that need to hear it, these are the optimal settings for VRChat+Index. First and foremost, in the General tab set the Refresh Rate (Hz) to 144. This is primarily the thing I see a lot of people do wrong because they think this Hz value is the framerate of the game, or it is -only- the refresh rate of the screen. They think "If the game only renders 90fps then why would I set this to 144hz!?" Wrong. Set it to 144 Hz. I find some think setting Hz too high above the game fps creates "Fake Frames", or that it creates artifacts, or that it locks your fps to 72 fps. None of that is entirely correct either. Let me explain. This Refresh Rate Hz value has relation to game fps but it is not explicitly game fps. Rather this Refresh Rate Hz value is the refresh rate of the display, but more importantly, it is the refresh rate of the VR Compositor. Now this does affect the "Smoothness" of head rotational and positional movement, but the "Smoothness" of frames is not the point of setting it to 144hz. Motion-To-Photon latency is the point. Motion-To-Photon latency is the time between polling of tracking data and scanning out a new frame based on that tracking data. Minimizing Motion-To-Photon latency is one of the most important factors in reducing VR sickness and eye discomfort. The VR Compositor running at 144hz will poll the tracking data and update your scanned out view projection with less latency than 120 or 90. I find a lot of people think you want your HMD/Compositor Hz to run at the same framerate of your game to avoid "Fake Frames" or "Dropped Frames". First thing to understand is all frames are "Fake Frames" in VR. Meaning, all frames are reprojected. Always. If your HMD/Compositor is set to 90hz and your game is running at 90fps, even then, right before the frame gets scanned out, it will be reprojected based on the most recent tracking data. Why? Because if your game runs at 90fps that means 11ms per frame and a Motion-To-Photon latency of 11ms would be unusable in a VR. Even with the game and compositor synced at 90hz it still reprojects the frame because it enables that potential 11ms of Motion-To-Photon latency to be reduced to 2-3 ms and that does make all the difference in VR. As for "Dropped Frames", SteamVR did do this once upon a time before the GPUs had preemption. If a frame wasn't going to be finished in time for scan out it would "drop" the frame and start a new one. But I believe since the 10-series, or it may only work ideally since the 20-series, this isn't the case. An in-flight frame can be preempted, the last available frame reprojected, scanned out, and the in-flight frame continued on to be utilized as soon as possible. This means you only "Drop" a frame, as in lose it entirely to never be scanned out, if your game renders FASTER than the Hz of the Compositor. So, in the case of your compositor going at 144 Hz and your game going even as slow as 40 fps, all 40 of those frames will get used. The game just spits frames to the compositor as fast as possible, and the compositor reprojects the last finished frame until it gets a new one. Now it is true if a new frame does not finish for the new scan out of the compositor, then it will reproject the last available frame with the latest tracking data, and the longer a frame is reused, the more it may appear 'Off'. But what is technically even more 'Off' is a frame being frozen in time for additional ms. Reprojecting and scanning out the last available frame as fast as possible is the most technically correct thing to do. Your eyes always expect a new frame based on head movement ASAP and we are subconsciously highly sensitive to this. Now some might say that setting the HMD/Compositor to 144hz can produce artifacts if your game fps drops too low. This is true, but the primary cause of the most disrupting artifacts is motion smoothing, and you want to just turn motion smoothing off for VRChat. Motion smoothing tries to analyze the delta of movement between frames to then extrapolate new frames. This can work decent in some games, but I find it is horrible in VRChat due to how wildly unpredictable VRChat frame rate can be and due to how visually chaotic VRChat can be. In VRChat I think it's best to just turn off Motion Smoothing in the General tab and rely purely on Asynchronous Reprojection (which is on by default). Lastly some might say putting it to 144Hz will halve your fps to 72, or a third. This is true by default, but this setting is optional, and this setting is primarily for the motion smoothing algorithm. Motion smoothing only works ideally when the game fps is at constant thirds or halves of the HMD/Compositor Hz. So, by default something called 'Throttling' is enabled to force the game into thirds and halves of the compositor Hz, but if you're not using motion smoothing there is no point for this. First Show 'Advanced Settings' with the toggle in the lower left of the steamvr settings. Then go to 'Video', click 'Per-Application Video Settings', select VRChat from the dropdown, then scroll down to 'Throttling Behavior' and set it to 'Fixed', then drag the 'Lock Application framerate to max" slider to 144hz, then close. Now VRChat can run at a full, unconstrained, FPS. It can be 144, or 120, or 90, or 40 or completely oddball in-betweens like 67 and 113. VRChat will render as fast as it can, and the compositor will use Asynchronous Reprojection to continually warp the last received frame to appear with the least amount of Motion-To-Photon latency from your current head tracking. These are settings you want to get the highest FPS out of VRChat, with the least amount of artifacting and the best Motion-To-Photon latency. Now there are few conditions where this may not be the best, and that is if VRChat runs really slow. Like 10-20 fps. I find the asynchronous reprojection just gets quirky at such low FPS because it was not designed to be relied that heavily. But if you are running at 10-20 fps in VRChat I think you need to disable other things in game, or lower the resolution, because I don't know how people can run at that fps. But for anything 30+, definitely 40+, 144Hz and the other settings I describe are what you want. It is also possible if you play a game with less visual chaos, with fewer little things and effects all moving about the screen, and a more stable FPS, then motion smoothing might be good. At which point you could enable motion smoothing and throttling specifically for that application with the per-application settings.
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@hoyoVRC
hoyonyan
2 days
ポタロビ東京、一番聴きたかったGet your Wishが聴けて感極まった〜〜〜!めっちゃ最高のライブだった。
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@hoyoVRC
hoyonyan
2 days
@ReN0xy_045 そこに気づくとはやはり……
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@hoyoVRC
hoyonyan
2 days
Porter Robinsonの音を浴びたVRChatterでした🎆
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@hoyoVRC
hoyonyan
2 days
@ReN0xy_045 同じ独房に入ろう
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@hoyoVRC
hoyonyan
2 days
ポーターロビンソンワールドツアー東京公演!!!🐇🎆
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