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.
Heavy stutters due to player movement that advances in uneven steps
Hi, this issue has been haunting me for almost a year now, if not longer. Since then I've tried everything under the sun to try and resolve this stutter issue, to no avail. Over time I started to suspect that VRChat itself might be the source of the stutters, here's my findings: SUMMARY While walking, the player's position advances in uneven steps: in bursts, one frame moves twice as far as normal and the next frame does not move at all. Frames are rendered evenly the whole time, so frame-time graphs stay flat while the movement visibly judders. A follow-camera test isolates it, and the attached video shows it. With the camera following the avatar and its smoothing off, the camera stutters exactly like the player's own view. With the camera's smoothing on, the camera is smooth (0.2% irregular steps, against about 25%) while the player's own view keeps stuttering at the same moment. A smoothing filter only hides jumps in what it follows, so the unevenness is in the avatar's position, before anything is rendered. It has happened in nearly every session for over a year (if not more), in VR and in desktop mode, on two PCs with two separate VR headsets, and after a clean Windows reinstall. Other games on the same setup do not show it. Current build: 2026.4.1p1-1937-299983b13b-Release; the same behavior was measured on 2026.3.3p2-1921-15c4a824b2-Release. WHAT HAPPENS The view jumps ahead a frame and then hangs for a frame, repeatedly, while the player walks. It looks like earlier and later frames alternating in quick succession. Only while walking. Standing still shows nothing, and snap turning or moving the head does not trigger it. Easiest to see walking left and right while looking at loaded avatars. Comes in bursts. Stretches of minutes can be smooth, then it becomes very bad. It usually first shows up within about 10 minutes of joining. Depends on the direction faced. Sometimes three of the four walls judder while one direction is completely fine. Clears for a while after switching avatar, snap turning to another direction, recentering, or going in/out of passthrough on the headset (which triggers a playspace recenter). It comes back after 1 to 15 minutes. In every world. The tests below were in Prismic's Avatar Search, a lightweight world. Visible in VRChat's own window and in OBS recordings of it, and invisible in CPU and GPU frame-time graphs. EVIDENCE, MOST USEFUL FIRST 1. Follow-camera test: the unevenness is in the avatar's position Self Hosted - Higher Quality YouTube - Lower Quality (The file was too big to attach to this post) The video is an OBS recording at 90 fps of the VR view with VRChat's camera set to follow the avatar (Look-at-Me). The camera's Smoothed option is off from the start until about 13 s, on from about 26 s to 37 s. Motion was measured frame by frame in the camera preview and in the player's own view. Irregular steps in each part of the video: Smoothing off, 13 to 24 s: camera preview 23.5%, player's own view 23.3% Smoothing on, 26 to 37 s: camera preview 0.2% , player's own view 26.7% Share of frames with clear motion whose step differs by more than 40% from the local trend (about 1,000 frames per row). With smoothing on, the preview showed no frozen or doubled frames, while the player's own view kept stuttering at the same moment (13% frozen, 12% doubled). 2. It does not depend on my hardware, install or streaming software Visible in VRChat's own window (desktop mode and VR) and in OBS game-capture recordings. It also happens on a second PC (Ryzen 9800X3D, RTX 4070 SUPER), with a second Pico 4 headset, and after a clean reinstall of Windows 11 Pro. This rules out my drivers, my installation and the streaming software. 3. Other games on the same setup do not show any stutter patterns One hour in Resonite on the same PC, headset and streamer showed no stutter pattern whatsoever. In VRChat it usually appears within the first 10 minutes. This rules out the platform around the game. 4. Frame-by-frame measurements: delivery is clean, the pattern is in the frames Measured in Prismic's Avatar Search with the main monitor at 240 Hz (50 seconds walking left and right past avatars, moving in 94% of the frames): SteamVR frame timing: every VRChat frame presented exactly once, none dropped or reprojected, frame intervals even. VRChat's GPU time was 4 to 10 ms. Head, controller and thumbstick input reaching SteamVR: smooth, with no jumps or dropouts. The rendered video itself: 199 "double-step then frozen-frame" pairs (a frame that moves twice as far as the local trend, then a frame that does not move): 4.2 per second of motion. It shows that frames are rendered on time and the unevenness is already in their content. 5. The monitor's refresh rate changes how often it happens (weakest) The headset always ran at 90 Hz. VRChat was relaunched with the main monitor at each rate and the same walk repeated, with the video recorded and measured. Double-step then frozen-frame pairs per second of motion: 240 Hz: 4.2, 15.7% frozen frames 90 Hz: not recorded, felt more or less the same as 240 Hz 60 Hz: 2.6, 4.0% frozen frames 180 Hz: 0.1 (4 pairs in 50.8 s), 1.0% frozen frames One run of about 51 seconds per rate, and the stutter still showed at 180 Hz, slightly less often; placebo cannot be ruled out. It fits the related reports below, which tie movement timing to the refresh rate. LIKELY CAUSE An inference from the measurements; VRChat's code was not inspected. The player's position seems to advance in fixed simulation steps and is shown without interpolation. When those steps nearly line up with the frame rate, tiny timing differences put two steps in one frame and none in the next, which is exactly the pattern measured. That would explain why it only shows while moving, why it comes and goes in bursts as the timing drifts into and out of alignment, and why changing the avatar or recentering resets it for a while. A possible direction: interpolate the local player's position between steps, or advance locomotion in the render update using the frame time. Related VRChat feedback Camera positional movement stutters when walking; update rate is not tied to FPS (March 2025, 4 votes, no staff reply when last read) describes the same symptom on desktop: walking movement is jerky while looking around is smooth. It does not mention VR. Udon cannot change Fixed Timesteps (closed in April 2024 as not planned) states that VRChat's fixed timestep is 1 divided by the refresh rate. HOW TO REPRODUCE It does not happen on demand: expect smooth stretches of several minutes between bursts. Join any world (the tests used Prismic's Avatar Search, a lightweight one) and load a few avatars. Open VRChat's camera, set it to follow the avatar with Look-at-Me, and keep the Smoothed option off. Walk left and right with the thumbstick while watching the avatars in your own view and in the camera's preview. When the stutter starts, it shows in both. Switch the camera's Smoothed option on: the preview becomes smooth while your own view keeps stuttering. Expected: the player moves the same distance every frame while the stick is held. Actual: bursts where one frame moves twice as far as normal and the next frame does not move at all. SYSTEM My system is very high-end and powerful, and has been configured and tweaked to have no compromises, no bloatware, and is highly optimized for maximum FPS, minimum frametime and the best performance possible. VRChat: 2026.4.1p1-1937-299983b13b-Release (current). The same behavior was also measured on 2026.3.3p2-1921-15c4a824b2-Release, but the problem has been haunting me for almost 1 year now, so it goes way back. PC: AMD Ryzen 7 9800X3D, NVIDIA GeForce RTX 5090 (driver 610.88), 64GB DDR5, Windows 11 Pro Display: main monitor 240 Hz (the monitor-rate tests changed this), 1920 x 1080 Headset: Pico 4 (two units tested) at 90 Hz, streamed over dedicated 5 GHz Wi-Fi with ALVR 20.14.1, but wired makes no difference either. The pattern also appears in VRChat's own window, so it does not depend on the headset or streamer. Second PC: Ryzen 9800X3D, RTX 4070 SUPER; same stutter pattern result WHAT I ALREADY TRIED None of these removed the stutter: Other hardware and a clean install: a second PC, a second Pico 4, and a full Windows 11 Pro reinstall. No dice. Streaming and network: a strong, stable dedicated 5 GHz link (-41 to -45 dBm, 866 Mbps, ping median 1 ms, max 6 ms) and wired instead of Wi-Fi. A custom ALVR headset client that cut the headset's GPU time per frame from 6.5 ms to 2.8 ms, and a modified ALVR streamer driver that reduced the frame-interval jitter on the PC from 0.25 ms to 0.035 ms. The pattern was the same each time. Long frames in VRChat: the occasional 100 to 400 ms frame while content loads causes separate, short freezes. During the stutter described here VRChat's GPU time was 4 to 10 ms. If you need any more data or information, I'm more than happy to provide it when asked. Transparency note: this report was written with the help of Claude, since I suck at writing without loads of grammatical errors. The issue is very real though, every number comes from tests and measurements on my own systems, and all findings are my own.
0
[1935] ToS/Privacy Policy prompts in new login screens have several UI/UX issues
When getting the new Terms of Service and Privacy Policy prompts in the new login UI, the new panels have now changed significantly from their old login flow versions, however they have several problems: The link text doesn't have an underline or other more obvious indicator (such as an icon) that it is a hyperlink, which might make it hard for some colour blind users. The link text is part of the label for the agreement checkbox, under standard UI rules in most platforms, clicking the text of a checkbox should just check and uncheck the text box, not perform a secondary action by also being a hyperlink. This hyperlink should be a seperate UI element with a clearer display text such as: 'View the <document> in your web browser'. There was no notification or even UI noise as far as I could tell when clicking the hyperlink to indicate that Vrchat had opened my web browser on my desktop meaing I clicked it several times and opened several tabs. The standard VRChat notification UI or similar should be used if the user to tell them a new tab has opened in their default browser for them to go read the documents. Given there was an update to both the ToS and PP at the same time, the dialog should let users know there are multiple documents to review and accept from the start. For someone being conscientious and taking time to take off their headset, review the changes before putting their headset back on and clicking accept, only to then have a second document to do that again! If there had also been an update to the Code of Conduct as well that would be really annoying! If multiple documents have updated, expand the size of the dialog as needed to display a link for each one and a checkbox for each one given all need to be accepted to continue into VRChat. Finally, a general comment on the policy document pages, a 'Diff' like view should be provided if someone accesses them from VRChat or the VRChat web panel like this, showing the changes between the last version they accepted and the current version (maybe with 'human-friendly' explainers as well). This way someone can easily review what parts have changed and not need to re-read the entire document and play 'spot the difference' on them. Various community members took it upon themselves to create diff-like views and this is something VRChat should do themselves as it would help give a better impression of honesty and transparency about what is changing and why.
0
Bundled yt-dlp 2026.08.19 returns only 360p (itag 18) for YouTube VOD — 1080p playback broken again; please update yt-dlp
Summary On the PC (Steam) version of VRChat, regular YouTube videos played in world video players are again limited to 360p (640x360), even though the videos offer 1080p and above. The yt-dlp build currently shipped/downloaded by VRChat (2026.08.19) only returns the 360p muxed format for regular videos. YouTube Live and other sites still play at full resolution. This looks like a recurrence of the issue discussed in the related reports below, now with the 2026.08.19 build. Environment VRChat, PC/Steam version, Windows — latest release build (as of Nov 1, 2026) Reproduces in both AVPro-based and Unity Video Player-based players (e.g. YamaPlayer) Reproduced by multiple users on different connections (IPv4-only connection in my case) Reproduction steps Play a regular YouTube video (not a live stream) in a world video player, e.g. this video: https://youtu.be/yoi2apZTiZk The player requests up to 2160p, but the received stream is 640x360. Outside the game, run VRChat's yt-dlp directly: "%USERPROFILE%\AppData\LocalLow\VRChat\VRChat\Tools\yt-dlp.exe" --version → 2026.08.19 yt-dlp.exe -F " https://youtu.be/yoi2apZTiZk " → returns ONLY the storyboard formats and format 18 (mp4, 640x360). Expected result Formats up to 1080p are returned (as with current upstream yt-dlp), and the video plays at up to 1080p in world video players. Actual result Only the 360p muxed format (itag 18) is returned for regular YouTube videos, so in-game playback is stuck at 360p. What I verified In a world, the player requests up to 2160p, but the received stream for a YouTube video is 640x360. YouTube Live is received at 1920x1080, Twitch at 1920x1080, and Google Drive content at full resolution, so this is not a bandwidth/network issue. With the same bundled binary (2026.08.19), a YouTube Live URL returns formats up to 1920x1080 (format 96) — the cap only applies to regular videos (VOD). The current upstream yt-dlp (2026.10.26, downloaded from GitHub) returns the full format list for the same video URL, up to 1080p60 (e.g. 137+140). So the video and YouTube's side are fine; the problem is the old bundled build. This is consistent with what was found in the related reports: VRChat's yt-dlp relies on the web/web_safari clients for muxed formats above 360p; when that path fails, it falls back to android_vr, whose only muxed format is 360p (itag 18) — and VRChat's players can only play muxed formats. Users cannot work around this: replacing the bundled yt-dlp.exe with the newer one does not help, because VRChat restores version 2026.08.19 on launch (verified with --version after replacement). Making the file read-only breaks playback entirely, and tampering with files in a game protected by Easy Anti-Cheat is not something users should have to risk. Related reports "YT-DLP Argument change required to restore 1080P YT" (Bug Reports, tracked): https://vrchat.canny.io/bug-reports/p/yt-dlp-argument-change-required-to-restore-1080p-yt "Update to yt-dlp 2026.03.13 / yt-dlp-ejs 0.7.0 to improve YouTube playback compatibility" (Feature Requests): https://feedback.vrchat.com/feature-requests/p/update-to-yt-dlp-20260313-yt-dlp-ejs-070-to-improve-youtube-playback-compatibili Request Please update the yt-dlp build that VRChat downloads/ships to a current release (upstream is at 2026.10.26 as of writing). The bundled 2026.08.19 build can no longer retrieve HD formats for regular YouTube videos, which silently degrades all YouTube VOD playback in worlds to 360p. I can provide my client output log if needed. Thank you! Edit (Nov 1, 2026): The test video URL above has been corrected — it was a typo on my side; the video linked now is the one that was actually verified. Also, to clarify point 5 of "What I verified": I did not replace VRChat's yt-dlp.exe with the upstream build myself. The upstream build was only run standalone, outside VRChat, to compare the format lists; the rollback and read-only remarks were based on the related reports, not on my own replacement test.
9
Load More
→