Bug Reports

One bug report per post. Off-topic posts will be closed. Only submit bug reports for builds currently marked as "public". For isolated issues or customer support visit help.vrchat.com.
[1914] Steady Cam recorded/streamed POV output feels less smooth since 2026.2.3, increasing motion sickness for 2D viewers
Since the 2026.2.3 Stable update, I have noticed that the Steady Cam POV output produces a different smoothing feel compared to pre-2026.2.3 builds. I primarily use Steady Cam as an external POV camera feed for recording/streaming VRChat events, especially clubs and other event spaces. Enabling it does not significantly change my own in-headset experience, but it changes the camera output that viewers see when watching a recording or stream. This is where the issue becomes noticeable. With the new Build, the recorded POV feed feels less smoothed and more aggressive than before: quick left/right head turns feel snappier on screen; the apparent rotation speed during quick turns seems higher; small high-frequency head movement/hitter is more visible in the footage; subtle bounces are less filtered and can look uncomfortable to watch; when UI is enabled (mic/face mirror), the UI may snap immediately / not follow the same smoothed motion as before Before 2026.2.3: quick head rotations felt more damped on screen; small head jitter was filtered more effectively; the overall POV feed felt more comfortable for viewers watching a 2D stream/recording Expected behavior: For the same input and settings, Steady Cam’s external camera output should provide similar smoothing/damping behavior as pre-2026.2.3 builds, or at least an option to restore that feel. Small high-frequency movements should be filtered more consistently, and quick head turns should not produce large unfiltered velocity spikes in the recorded/streamed feed. Actual behavior: The external POV output feels less smoothed and more responsive than before. Quick turns are snappier, subtle movement is more visible, and viewers watching a 2D stream/recording are more likely to experience motion sickness compared to pre-2026.2.3 builds. Reproduction Steps: use VRC 2026.3.2p2 Stable [1903] or open-beta [1914] in VR Enable Steady Cam Record your POV output Make quick left/right head rotations make small high-frequceny head bounces/jitters Compare the recorded/streamed footage against pre-2026.2.3 output in the attached video Video link (unlisted): https://www.youtube.com/watch?v=__qZLlO4Ohw The video shows a few comparisons between the current build and pre-2026.2.3 output. It contains on-screen text explaining each comparison, you may need to pause to read it properly. These are not perfect one-to-one recordings because I cannot record new footage for a build that is no longer publicly available, but they should illustrate the difference. Note: This is not mainly about my personal in-headset comfort. It affects the quality/comfort of the external POV camera feed used for recording and streaming. I understand Steady Cam components may have been rewritten, so this seems like a regression in perceived stability/comfort for 2D viewers watching the output. Second Note: My recordings and testing were done on the current Beta build [1914], however because the 2026.2.3 release came out in June, it should affect both open-beta and public branch. Steadycam rewrite quote: https://discord.com/channels/189511567539306508/449386885299830794/1516252086222983279 (pi on vrc discord in open-beta-discussion) tldr: The new Steady Cam implementation [1914] is more likely to cause motion sickness for 2D viewers during snappy head movements, compared to pre-2026.2.3 builds.
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World image resolution is being rendered too low in all contexts (800x600 instead of 1200x900)
Currently in the VRChat SDK when uploading a world, it recommends an image resolution of 1200x900px. However as far as I can tell in practice, VRChat only seems to use 800x600px images, which is 2/3rds the recommended size, resulting in aliasing. So far in my testing this seems to apply to: 1) The website 2) The world image returned by the API 3) The world image as seen in the game client UI (all platforms) 4) Portals dropped in-game (all platforms) While often subtle, it becomes quite noticeable when an image has pixel art, which renders as blurry. The discrepancy between the stated and actual ideal resolutions results in world images looking less sharp than they otherwise could, and without clarification makes it uncertain which resolution to target for design and upload. Attached to this post are 5 images from my world VRCanvas to show the effect of the issue, in the following order (pay particular attention to the sharpness of the text): 1) Uploaded 1200x900 image 2) 1200x900 image as downscaled to 800x600 and displayed by VRChat 3) Uploaded 800x600 image (VRChat displays as-is) 4) Image #1/2 as it appears in a portal 5) Image #3 as it appears in a portal The ideal solution I'm requesting would be to fix the API/client to display in the native recommended resolution of 1200x900, since this is higher quality, and most worlds are already uploaded in this resolution per the VRCSDK's recommendation. If for whatever reason this is undesirable to VRChat (perhaps texture memory or bandwidth reasons?), then the VRCSDK recommendation should be changed to 800x600 to match what's actually the ideal resolution. If this is a texture memory concern, then a third option could be move to a new resolution of 1024x768, since this would still fall within the same power of 2 as 800x600 while still 4:3 aspect ratio and higher resolution.
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