VRChat+ Feature Ideas

Post ideas for new features for VRChat+ subscribers!
VRC and the path to probability
VRChat Feedback: Safety, Probability, and Economy So I saw the latest video on VRC safety and wish to bring up the part on probability. From what I can glean, that’s likely not the full story. I assume you're bolted down by a few factors: * AWS server cost * Investment repayments * API cost (persona, etc.) * Tech debt * VRC item costs Knowing you're likely still in the red, you tried pulling a lot of tactics common in the late-stage Silicon Valley startup trap, leaving you in a space that may be at risk. Your main income is from: VRC+ Marketplace Selling data? The biggest issue I see with your monetization plans is why VRC has been giving fixed-cost investments (drones, marketplace drops, PFP and avatar slots, avatar marketplace) for a subscription, but freely offer ongoing costs (AWS hosting, avatar file storage, world asset hosting, impostor creation). This leads to a feeling that VRC+ is cheap, but often not worth the time. Early on you said the 18+ would be free, but you made a good step when you said you're looking to find ways to make it cheaper. I think I warned Strasz of this last NYC; most of what I said I think came to be. But taking steps in transparency has been a very good step and makes me feel a little more hope. --- ## How we fix VRC+/Marketplace ### Avatar Marketplace On the VRChat website, you have a VRChat package link that allows a user to add VCC packages from their account to the Creator Companion. When a marketplace asset is bought, the VCC package should then freely appear on the repo. In terms of the marketplace, I think this is one of the highest things that needs to be added, as this would allow you to take market share from sites like Jinxxy or Booth and would make it likely users may use it even if it may cost more. ### Items System If you remake it so that VRChat items will become free after say, 3 months, it allows shifting the idea so that getting it early is the meaning of the ongoing cost. While this may lower people buying in on this, it may take some heat off the idea. --- ## AWS Server Cost Pt 1: Visitor Bandwidth Sinks Quest kids are good user numbers for investment reports, but they often hurt the feeling of users in VRC. They also suck up AWS server costs and just make users who are more likely to pay not log in. So something we should do is limit how much server cost Visitor rank users take up. This could be, for example: * Visitor rank people may only be able to download impostors. * Be only able to use a few avatars. * Maybe limit them to a few worlds, unable to access the full site. This stops them from getting too far out causing havoc and downloading many world assets. It also contains them in a few worlds for targeted moderation. People who want to stay either have to be embraced by a Trusted User or grind their way to New User to bypass this. Trolls don't get that far. Yes, this hurts some new users, but it's the cost of making more reliable regular users. --- ## AWS Server Cost Pt 2: VRC+ Perks Since free but well-acting members still sink AWS costs, you should limit unpaid users from some systems. For example, you split the VRChat room limits so that VRC+ users can bypass world caps and have a priority queue ; that means they get first place on world entry. You could do VRC+ worlds only, but that just leads to drama, so I don't know if that works unless some shifts happen. But giving Plus users things that are ongoing costs would lead to a more informed reason to get VRC+. --- ## How to sell this to users Simply be open. State that we have ongoing costs and point to the enshittification of other sites. Say that we are limiting systems for free users; otherwise, you would want to see the marketplace adverts in your face all the time. You also make a system to make whales (I mean this in a good way) be rewarded massively for gifting VRC+. That would let users get VRC+ without paying but also allow people with more money to give back. Raffles for VR hardware is a way to make people want to hand out VRC+. --- ## TL;DR * Problem: High ongoing AWS costs vs. fixed income models are putting VRChat at financial risk. * Marketplace Fix: Add direct VCC package integration to steal market share from Booth/Jinxxy. Make paid items free after 3 months (pay for early access). * Visitor Changes: Limit bandwidth for Visitor rank (impostors only, restricted worlds) to save server costs and reduce trolling. * VRC+ Perks: Give subscribers instance priority queues and world cap bypasses. * Strategy: Be transparent about "why" (costs) and incentivize gifting/whales through hardware raffles.
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CDN and screen capture
The number one feature I want from VRChat+ is the ability to cast my desktop on to a surface in VR. Tools like VRCDN exist and work fairly well, but setting them up is involved and inconvenient. It is pretty annoying trying to use tools like OBS within a VR overlay. Lately, vrchat seems to be locked in a cat and mouse game with youtube repeatedly disrupting playback as well. There is heaps of utility in being able to easily do things like: play a youtube video on my own computer and cast it out to everyone, without needing to rely on "youtube downloader" type tools play a flat game, like ps5 remote play or geforce now or on a powerful enough computer, even run a game locally, and enjoy the couch co-op kind of vibes like people could give tips on puzzles or just enjoy the social element of seeing someone reacting in realtime show a photo screenshare an app like blender or unity and get realtime advice from experienced players on how to problem solve or improve creative projects put on an actual physical DVD or something and have a movie night analogous to IRL movie nights inviting friends over to my house. Providing low latency video broadcast services is inherently expensive, so it naturally justifies itself as a paid feature. It doesn't feel like a nickle and dime thing to me. On mobile and standalone vr i'd love to see the same thing supported, but offering the option of either an embedded web view getting captured, or on mobile devices where possible, integrating with the OS screencasting function in a similar way to apps like discord and streamlabs, so the whole phone UI could be captured and sent in world while the user could remain connected to immersive spatialised audio chat in world. Even better if it were possible to connect a second device like a tablet to the vrchat app and use that as the screen sender. You can imagine stuff like using webrtc to transmit p2p video directly between users devices so you get a really low latency view locally, where you could have a game running on an ipad that goes up on a screen you and your friends can see, that you could access on a quest standalone for example, as a more social version of the kind of AR pc monitor stuff that's becoming popular lately.
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AI EYEGLASSES
I like you could see to make My new idea VISIONTRACK AI EYEGLASSES Full-body VRChat tracking — head, hands & feet — in a single pair of $1 smart glasses. No headset. No base stations. Just put them on and go. $1 retail price per unit Download Full Blueprint PDF VisionTrack AI Eyeglasses concept blueprint showing futuristic smart glasses with holographic tracking overlay Technical Specifications Every component engineered for maximum tracking fidelity at minimum cost. Head Tracking 6DOF IMU + Camera Real-time head position & rotation for VRChat avatar Hand Tracking IR Stereo Cameras Full finger & gesture recognition, 120fps capture Feet Tracking BLE Foot Pods Paired ankle sensors for full-body avatar movement Processor Custom AI SoC Low-power neural engine for on-device tracking inference Connectivity BT 5.3 + Wi-Fi 6 Ultra-low latency wireless to PC or standalone VR Battery Life 8+ Hours All-day use on single charge via micro USB-C Weight 38 grams Lighter than standard eyeglasses for all-day comfort VRChat Ready OSC Protocol Native Open Sound Control for instant avatar binding Exploded Component View Inside VisionTrack: every sensor, chip, and frame piece — designed for mass production at scale. Exploded technical diagram showing all internal components of VisionTrack AI glasses 2x IR Stereo Cameras 1x 9-Axis IMU 1x AI Neural SoC 2x BLE Foot Pods VRChat Integration Full-Body Tracking Without the Full-Body Price Full 6-point avatar tracking (head, both hands, both feet, hip estimation) Native VRChat OSC protocol — zero config, plug and play Compatible with VRChat Desktop & Quest standalone Real-time expression mirroring via front-facing camera Sub-20ms motion-to-avatar latency Works with any VRChat avatar (humanoid rigged) Companion app for PC, Android & iOS calibration OTA firmware updates for new tracking features Person wearing VisionTrack glasses with full body tracking visualization in VRChat Why $1? Not a gimmick — a deliberate market strategy to make full-body VR tracking universally accessible. 1 Suggested Retail Price Includes glasses + 2 BLE foot tracking pods + USB-C cable Mass Production at Scale Leveraging existing smartphone sensor supply chains and injection-molded frames to hit $0.40 BOM cost at 10M+ units. Software-Subsidized Hardware Revenue from companion app subscriptions and VR ecosystem partnerships offsets hardware cost — the glasses are the gateway. Community-Driven Growth At $1, every VRChat user becomes a customer. Word-of-mouth replaces marketing spend entirely. Ready to Pitch Download & Send to Meta Reality Labs Download Full Blueprint AI Eyeglasses for VRChat Full-Body Tracking
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[FEEDBACK] The VRC+ problem
I think everyone needs to hear this, not just the people at VRChat. Since the feeback page seems to be more for bug reports and suggestions I'm going to put this here, it's the most relevant board. This was going to be a text post explaining my position on VRC+ and its predatory nature, but it ended up too long. I've instead attached the bulk of it as a text file, which I recommend taking the time to read before the next section down here. I'll get right to my two possible solutions for "fixing" VRC+: Roll back all the changes made since its introduction and limit it to something that only affects the subscriber's experience. No exclusive items, no manipulative tactics, just increased limits and some menu themes. The items can be put in their own little marketplace, maybe VRC+ subscribers can get them for free but they should be available for purchase by anyone even past their corresponding event. Introduce a one-time payment. I'm not the first person to suggest this, and as I've already said it's much better for the user if they're able to actually recover from a purchase instead of having to add it to their list of monthly bills. I would personally gladly pay any amount of money up to $100 ONCE to get the benefits of VRC+ and support the developers, but demanding money every month is just plain greedy. Limited-time items should still be made available for purchase by anyone past their event. I very much doubt you will listen since you're encouraged to think only about short-term profits and all I'm really making here is a moral argument. The current model is predatory, it hurts people, it uses manipulative tactics to take money from them and it will fail eventually. VRC+ in its current incarnation is a rot that's been consuming everything good about this game, if you continue down this path VRChat will die and you will have no one to blame but yourselves. My advice is to step back and reconsider what you're doing, why you're doing it and who you're doing it for, because the people you are currently hurting are the ones who made you as successful as you are.
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Local currency and in-game trading between players
The VRCHAT team is doing an excellent job, but it's still not for everyone and it's not addictive. Despite its constant growth, it remains slow. And user engagement with the game is weak (my friends list is full of people who haven't logged in for months or years). The social aspect is already a solid foundation, but the construction and decoration side is only for enthusiasts with knowledge from various disciplines. It's not a pastime, it's an achievement. The leap is huge compared to other games like Minecraft, Planet Zoo, Sims... And I think that to consolidate VRCHAT we need more of these casual people. I dream of a true virtual world where a player can create a piece of furniture, sell it online (even for 0 if they want to give it away) and that another player can place this item in their world in a simple and persistent way. I envision a true virtual world where a player can try VRCHAT as before, but also buy bundles of currency to acquire items from other players (and VRCHAT would charge a percentage of the set price). This inexperienced player could create a world (or obtain one made from VRCHAT or from other players) and customize it to their liking with houses, lighthouses, castles, furniture... that they can upload to their inventory, or obtain from other players. The most advanced would specialize in what they do best, and construction could be done much faster. These worlds might be non-instantiable since the player (or those they authorize) could be modifying them online. And then in VRCHAT (with online currency) you could buy inventory items like televisions (connection to YouTube...), radios (with connection to external stations...) I believe that a persistent and applicable inventory is the best way for VRCHAT to truly become an authentic virtual world and the definitive benchmark for any future competition. The risk of a good building game evolving into a multiplayer mode isn't negligible (I know players of other games are asking for this). And if this happens, VRChat could stagnate or even languish, because people go where other people go.
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