Oculus Quest Requirements For Compatible Avatars And Worlds In VRChat
Just a few weeks ago, the announcement of the release of the VRChat platform for the Oculus Quest was made. However, at that time, there were no clear details about which type of content players on the Quest would have access to. VRChat app is a wide-scale VR social app that has a raft of uploaded and user-created custom content.
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In many ways, it’s a kind of preliminary metaverse. Now, VRChat has released their requirements for avatars and worlds that are compatible with Oculus Quest, so what is the latest information to be shared on this subject?
Now, we know that avatars and worlds have to have a version which is optimized for Quest if Quest Players are to use or join them. Creators of content must, therefore, upload two distinct versions of their content. One will be for Quest users, and the other will be for PC users.
When there is a version of a world that is optimized for Quest, players on this system can join it. They can then cross-play with other users on PCs who are playing the version for PCs. When we refer to “version”, we don’t mean that they’re separate instances. We mean that it is referring to the graphical assets which are served. Quest players and PC players will, therefore, be able to hear and see each other in the game.
Players on the Quest won’t be able, however, to join any worlds optimized for PC only. They also won’t see any avatars which are PC-only. These requirements won’t affect players on PC since they’ll still be able to see all of the PC content.
Triggers, physics settings, colliders, and interactions have to be identical on each version. Yet lighting, geometry, materials, textures, particles, and audio sources can be different. Not only that but in fact, they have to be different. While it’s technically possible to create avatars and worlds which are optimized only for Quest users, there would be little benefit in doing this.
Although the values listed here aren’t technically required, it has been stated by VRChat that if the content exceeds those figures, they might not appear in the app at all.
These are the figures which are recommended for all world Quest versions:
Players in the room – ~10
World Size – 20 Mb or less
PolyCount – 50,000 or less
Audio sources – 3 or less
Draw calls – 50 or less
Post-processing and custom shaders aren’t supported on Quest at all.
Developers are also recommended to avoid using a large amount of particles or physics objects and to avoid using real-time shadows. Lighting must be baked, static with dynamic batching used with mobile shader versions.
These are the figures recommended for avatars for Quest:
PolyCount: 5,000 or less
Draw Calls – 3 or less
Material Count – 1
Bone Count: (Standard humanoid) 66
Dynamic lights, cloth, audio, or bone sources aren’t supported on Quest at all.
Developers are recommended only to combine meshes, use low-resolution textures, atlas textures, and mobile shaders and to combine meshes and limit the transparency FX.
Using Oculus Go To Test Content
As a way of enabling content creators to try out their content to ensure it’s ready for its release on Quest, a temporary client for Oculus Go has been developed by VRChat. Although the Go’s processor is a little weaker than that used for the Quest, it’s suitably similar to use for testing purposes.
To date, no plans have been released by VRChat to produce a consumer Go client, and it’ll be deprecated once the Quest platform is launched. Hopefully, however, the ability to use Go to test avatars and worlds will allow a wide variety of them to be up and running for Quest once it’s released.