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SteamVR Workshop
Customize your SteamVR experience by finding new backgrounds, 3D environments, controllers and base station models.
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Mantas T 1 6 Mar, 2020 @ 8:28am
removing unused items in map
the guideline for publishing vr environment tells us to remove any unused assets... from specific folder.. is there an automatic way to do it? i found something called - asset cleanup in asset browser.. is it save to delete whats in that list?
Last edited by Mantas T; 6 Mar, 2020 @ 8:35am
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Showing 1-15 of 16 comments
Rectus 13 6 Mar, 2020 @ 8:45am 
Selecting Tools -> Asset cleanup... from the asset browser will clean up any compiled files that aren't used by any existing assets. If you have any models or materials you dont need, you'll have to delete them manually from the content directory first though.

It might be worth going through the game directory either way to see if there is anything unneeded in there. If you have multiple maps, deleting the compiled versions of the unused ones can save a lot of space and prevent the wrong map from loading.

You should probably also delete the _bakedresourcecache and _vrad3 directories, since the content should be automatically added to the map file, and the workshop tools seeem to upload them even though they aren't needed.
Mantas T 1 6 Mar, 2020 @ 8:50am 
hey thanks for reply! so there is no way to know what is used or not used automatically? if i would have 10 things in map i could figure it out but with 100.. there is no chance :(
Rectus 13 6 Mar, 2020 @ 8:56am 
If you look in the bottom right of the asset browser, you can see the number of things referencing a particular asset, and how many assets is being referenced by it. Clicking on the number will show a list of what assets they are.
Rectus 13 6 Mar, 2020 @ 9:00am 
There is even a "Unreferenced by Content" tag you can filter assets by.
Mantas T 1 6 Mar, 2020 @ 9:08am 
so... https://www.flickr.com/photos/maantas/49627264641/in/dateposted-public/
it tells me i have 6k assets or is it 25? i click on each on a list and see if has 0 in right bottom (as in screenshot) then i find it in folder and delete? but almost each time i click on anything in asset browser it crashes hole thing.... i tried not using asset browser cos of that..
Rectus 13 6 Mar, 2020 @ 9:15am 
Yeah, that's the gist of it.

Does it crash when selecting your own assets? You seem to have a lot of asset types filtered out.
Rectus 13 6 Mar, 2020 @ 9:20am 
I think I saw somewhere there was a workaround for the content browser crashing by setting the Muultisample Mode to None from Tools -> Options.
Mantas T 1 6 Mar, 2020 @ 9:24am 
ill try that. thank you! you also mentioned filtering stuff by "Unreferenced by Content" ... this and just unreferenced doesnt seem to show anything, what am i doing wrong? https://www.flickr.com/photos/maantas/49626809098/in/dateposted-public/
Rectus 13 6 Mar, 2020 @ 9:27am 
Use the buttons to the right of the filter bar.
Mantas T 1 6 Mar, 2020 @ 9:32am 
hey - seems your trick with multisample stuff worked! hasnt crashed yet, fingers crossed. so do i do like this? i went through list, and all assets in video where unreferenced till last one in video, so i have to hunt them down in folders and delete them? https://www.youtube.com/watch?v=3bcGWS3PQPE
Rectus 13 6 Mar, 2020 @ 9:37am 
You can right click them -> File 'filename' -> Open Folder to get to where they are. You might want to be carful about deleting the sound files though, not sure if it is able to detect which ones are referenced byt the sound event script.
Last edited by Rectus; 6 Mar, 2020 @ 9:37am
Mantas T 1 6 Mar, 2020 @ 9:38am 
ok, ill leave sound files untouched. sounds scary, but it seems i might actually finish this curssed map! with you help that is :P
j2nku 4 9 Mar, 2020 @ 3:38pm 
Hey and thanks for useful tips, struggled with size too on my submission. Got it down a bit now. Still, game folder is 1.3gigs compared to content folder being 514 same time.
Looks like steam makes textures a lot bigger, is there some way to keep their size down while compiled for map?
My ~14mb jpg texture files are turned into ~44mb vtex_c's.
Rectus 13 9 Mar, 2020 @ 4:01pm 
Any texture files are already compressed with DXT by default, and that seems to be the only compressed format the standard shaders are set up to use. To get it lower you'll either have to scale the textures down, or reduce the amount of texture maps you use. Clicking the gear icon next to a texture in the material editor lets you scale down the compiled texture without affecting the source file. Especially useful if you're using lossy jpeg files as sources.

If you are using PBR materials with a lot of texture maps, it might be a good idea to take a look at the Compiled Textures tab in the materials editor to see how the textures get packed. Some options like High Quality Gloss will do things like separate the gloss map from the normal map, leading to more files.
j2nku 4 21 Mar, 2020 @ 7:36pm 
Thank you for the tips. Any convenient way to set them to all model textures at once?
Also about picmip 0 resolution, is that the lowres used when object is x distance away? How far away does that start in steamvr and does it make any filesize difference to change that slider or this is more of a optimization for rendering performance while used?
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