Right now VRChat's networking model relies on Photon Pun (or Fusion in shared mode, not really sure), in which there is no dedicated server authority, meaning players handle the synchronization and logic of the networked gameobjects. This was fine for a social platform, but VRChat is increasingly hosting competitive games, persistent RPG's, and complex experiences. The client authoritative model is becoming a serious bottleneck. Some of the current issues are: Ownership fragility: If a player crashes or has a bad connection, their owned gameObjects undergo a halt, meaning no data is processed, and no data is synced. A single disconnect can cascade into a broken game state for the entire instance. No real anti-cheat is possible: Right now VRChat relies on Easy Anti-Cheat, script integrity checks and relying on creators to make their Udon functions non-networked, essentially stopping the player's machine from lying. EAC is very weak and bypassable with enough determination and skill, meaning that in a client authoritative model where all clients are trusted this is going to be and is a nightmare for some world makers. The industry figured this out years ago: every competitive multiplayer game of scale (CS2, Valorant, Fortnite, Apex and even Minecraft) uses server authority as the primary defense, and use client side anti-cheat mostly as a supplement. Small Bandwidth: These limits exist because the relay fans data through individual client connections. As worlds get more complex, creators constantly hit these walls, needing creator intervention to load balance the ownership. Latency: If the master or gameObject owner lives very far away, it will cause slow response times for players near the relay server who are expecting low latency. This of course is a highly difficult task the way Udon works and everything is architected, it won't be easy, but I think with some modifications this could be possible: Keep current ownership with abstraction If instances became server hosted, keep the user ownership model with abstraction to make it work, this way legacy worlds keep working fine. Or keep them client authority with an optional way to opt in for server authority. Server owned gameObjects This essentially replaces the master, the master by default is the server. Let's say that in the UdonBehaviour you can tick an option called "isServerOnly", meaning that this gameObject when an instance is created, is owned by the server, and the server handles the syncing and serialization, because the server will be in charge of the game logic. The ownership can never be transferred to a client. Server validated persistence writes Currently PlayerData is written by whatever the client reports. With server authority, persistence writes for server owned data go through server logic where validated operations get committed. This eliminates the entire class of persistence manipulation exploits, since the client can never decide what data is committed to VRC servers. As a bonus this can increase write resiliency since it can handle data commits even if the client leaves the instance VRChat's client authoritative model was a pretty good starting point, but it feels like a bottleneck for serious games who want to make VRChat their platform of choice. Every UGC platform at VRChat's scale (Rec Room, Roblox, Fortnite and Core) use a server authoritative model, and I think this is the way forward for VRC's future.