Feature Requests

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World Feature: Avatar Culling Override Zones
The Request: Allow world creators to place a trigger volume in the world that causes avatars in it to be shown to all users, bypassing local avatar culling settings. The Benefits: Streamlines day-to-day usage for many users across many experiences. Reduces the onboarding load for newer users and improves first impressions. Improves the performance capabilities of the platform. The Detailed Rationale: Many types of events in VRChat involve performers, hosts, teachers, presenters, guild leaders, instructors, panellists, interviewers, etc; that should be visible to attendees when in certain locations. Often these people are at a distance to the audience and get hidden by avatar culling. While we can manually show avatars, which is wonderful, it does have numerous drawbacks and is either insufficient or overkill in many common situations. And wouldn't it be nice if you just didn't have to micromanage settings so often? Here is a strong example: Kaleidosky has an in-world camera that projects dancers into the world as visual art. Currently, many users do not know when there is supposed to be a dancer on the camera as they may be at quite a distance, and dancers can change moment-by-moment, so they miss the performance entirely. Even if a user wants to show the dancer, it takes time and effort and preexisting knowledge to fix the situation, and you have to do it all over again every single time someone new is up. To make matters worse, sometimes the lack of a visible avatar causes the sky to strobe wildly. This causes frequent discomfort and risks harm to photosensitive users. Then, you're left with dozens of manually shown users and your performance degrades permanently until you do the work of looking one-by-one through everyone in the instance to see if you should un-show them. As a result, users sometimes disable the culling bypass permanently because they're "too far gone" and have hundreds of people shown across many events. Now they can never force-show anyone, anywhere! Another example: Raindance Immersive events have long, tedious, introductory explanations about how to show the performers. And they all have to line up, and everyone has to jostle around to try to get a clear line of sight to select every one of them one-by-one... and then double-check you didn't miss any. It takes ages, feels ridiculous and drags down the experience every time; and new users get a terribly confusing and awkward experience as their first impression. A very common example: You load into a club and there's 79 people between you and the DJ. You want to see who is up but there's a bunch of avatar capsules blocking your pointer. You realize you're not going to show them anyways as it'll cause 30 other Very Poor avatars you've manually shown in previous events to all show up at once if you turn on the bypass. So you look at some empty decks and feel rather silly. Hey, more example: A jazz band walks out on stage at VKET and nobody sees them. Then everyone sees a whole lot of their menu after sniping a bunch of capsules. Eventually they get to enjoy themselves. There's countless other examples from industry panels to ASL classes to yoga instructors to dance recitals and on and on. Many are not so severe, but they would all benefit from the platform being easier to use. Some Questions/Concerns: "What if someone puts a zone over their entire world?" World Creators can already easily sabotage their own world's performance through much simpler means, like copy-and-pasting an object a whole bunch. I don't see much risk here. Beyond that, I think it's valid that some niche experiences would want to enable visibility as a default (e.g. a game/puzzle/social worlds where you are separated physically but can see each other at a distance/through a wall/through a camera). Of course, users can already disable their culling, but what if they didn't have to micromanage settings all the time? Wouldn't that be cool? I think it would be cool. "Would this bypass manually hidden avatars?" That's probably a bad idea! But it would be great if these zones acted like a force-show-avatar unless you had actively chosen to hide that user/avatar. I think that would streamline/simplify things the most in most cases for most users.
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New video-player backend
AVPro has many issues, ones I've noticed but certainly not an exhaustive list are: Relies on platform-native APIs, meaning that the only reliable format in my testing, without having every user install codecs onto their device, is H.264 with AAC audio in a .mp4 or .ts container. - Newer codecs like AV1 or VP9 are higher efficiency, which would save bandwidth for users and hosters, and platforms like YouTube are increasingly serving H264 less and less. - Newer codecs would also allow content-focused worlds or live events to serve higher resolution/bitrate without sacrificing file-size/bandwidth Inconsistencies with 5.1 or 7.1 audio. VRChat's implementation lacks support for multi-track audio, video, or subtitles - Multi-language audio within one file instead of multiple files would be nice. - Relying on individual worlds to implement their own subtitle parsing and display isn't ideal. Subtitles are crucial for those who are hard of hearing, to watch content in other languages, or to watch content with quiet dialogue. - (However, this could also be patched by exposing the AVPro audioTracks & subtitles in Udon) Lacks support for LL-HLS, or WebRTC streams - Newer livestream formats than the commonly used RTSP are more resilient to network interruption and would allow reliable playback with lower latency from more sources, like Twitch. - WebRTC isn't as important but would allow for real-time interaction similar to how Discord screenshares allow for it. Unity Video is also not a suitable replacement, due to Cross-platform support of only H264 and VP8, in mp4/webm. No HLS/DASH support No livestream support A new video-player backend could have large improvements for the VRChat playerbase. Some options could be LibVLC ( https://github.com/videolan/vlc-unity ) (LGPLv2.1) Supports all platforms VRChat supports, has a unity plugin. MPV ( https://github.com/mpv-player/mpv ) (GPLv2) May not support mobile platforms and requires more work to implement. FFMPEG, would require significant work to implement within Unity. Something else (?) Obviously these options would likely need to have patented codecs like HEVC removed to avoid legal issues, and would be a noticeable amount of dev-time, but I think it would be a hugely positive change. Related: https://feedback.vrchat.com/feature-requests/p/implement-libvlc-or-similar-for-vrchat-video-players-current-solutions-are-nothi https://feedback.vrchat.com/feature-requests/p/add-support-for-hls-dash-for-low-latency-hls-streaming https://feedback.vrchat.com/bug-reports/p/yt-dlp-eats-multivariant-hls-playlists-proposed-solution-included https://feedback.vrchat.com/sdk-bug-reports/p/document-supported-codecs-for-unity-and-avpro-video-players-on-pc-quest https://feedback.vrchat.com/udon/p/any-other-codec-then-h264-doesnt-work-properly https://feedback.vrchat.com/feature-requests/p/hls-m3u8-support-for-quest-users https://feedback.vrchat.com/feature-requests/p/subtitle-support-for-the-video-player-component https://feedback.vrchat.com/feature-requests/p/71-multichannel-audio-support https://feedback.vrchat.com/bug-reports/p/hls-video-stream-playback-with-avpro-player-on-pc-has-high-latency https://feedback.vrchat.com/udon/p/expose-multi-audio-track-selection-for-vrcavprovideoplayer-to-udon
3
Tackle the misleading world thumbnails issue
Issue With the raise of AI there's a growing issue that's hard to go unnoticed - many worlds that use AI image generation (but not just them) for their thumbnails, often mislead their users about their actual content (with the focus on quality) of the world. As a world explorer the problem is impossible to ignore at this point and increasingly annoying. I'm not talking about having to perfectly represent or show the exact photo of the content of the world in the thumbnail - a stylized or somewhat responsibly reimagined representation is ok - but the thumbnails should not mislead you into believing that this is what you will get that would leave you disappointed. I'm talking thumbnails that make you believe that it's an actual in-world photo e.g. showing you a breathtaking high detailed beach but upon enter it's a sand and water planes with low poly palms. Platform moderation The obvious issue is defining where the line is and the pure subjectivity of it. With moderation it'd be easy to go overboard and severely limit the freedom of world thumbnails and it would also greatly increase the work for the T&S team. There's a certain creativity with the relationship between the world page and the actual world. The obvious cases where someone is consciously and maliciously misleading you about the world's content or outright trolling you should be moderated tho. Community judgement Best idea would be to offload this judgement to the users e.g. in the form of already suggested world voting. A world that gives you high hopes but leaves you disappointed would be represented by the community vote. Worlds tab & algorithms Right now I feel like these "trap" worlds especially gain traction because once they pass a certain threshold they will end up in the "New & Noteworthy" tab and will pretty much get stuck there and have their "baitness" amplified even more. The Worlds tab algorithms are just something to consider too in the process of tackling this issue somehow. Better representation Another idea would be to allow multiple photos of the world and e.g. have the game automatically take an extra photo of the world or allow the author to replace with one that MUST be originating from within the world. Final though This is not exactly a specific feature request, nor duplication of the already existing "Add world voting" tickets, but casting limelight to the - I believe - increasingly visible problem that affects the quality of the platform and the joy of world exploration.
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