Feature Requests

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Expose Local Audio Output Latency to Udon (to enable client-side A/V sync)
[ SUMMARY ] ・Please expose the local audio output latency (time from audio scheduled by the engine to sound at the user’s speakers/headphones) to Udon. ・With this value, world creators can apply a per-client offset to video playback so audio and video stay in sync on each device. [ PROBLEM ] ・Audio output latency varies widely by user (hardware, OS/driver, platform, buffer sizes). ・Udon currently cannot read that latency, so creators rely on manual sliders or fragile periodic seek/pause nudges. ・Result: noticeable desync during watch parties, karaoke, concerts, rhythm content, and story scenes. [ PROPOSAL (Udon API surface; read-only, local) ] ・float GetLocalAudioOutputLatencySeconds() Returns the estimated end-to-end local output latency in seconds (local only). ・(optional) double GetLocalDSPTime() Exposes local audio DSP time for precise scheduling. ・(optional) bool TryGetLocalAudioOutputLatency(out float seconds) Safe getter with failure fallback. ・(optional) Low-frequency refresh or change notification (approx. 1–2 Hz) if latency can vary at runtime. [ ADDITIONALLY HELPFUL (not required) ] ・int GetOutputSampleRate() ・void GetDSPBuffer(out int bufferSizeSamples, out int numBuffers) [ HOW CREATORS WOULD USE IT ] Read GetLocalAudioOutputLatencySeconds() on each client. When starting or resyncing video, apply that value as a local offset (small seek or short pause) so visual frames align to what the user actually hears. Keep existing network sync as is; this request enables only a local correction. [ KEY USE CASES ] ・Karaoke / lip-sync shows: align mouth movements and lyrics to the user’s real heard audio. ・Watch parties / cinemas: reduce clap-test drift between audio and video. ・Rhythm / DJ / club worlds: visuals land on beat for each attendee. ・Cutscenes / story events: tighter A/V cohesion improves immersion. [ EXPECTED BEHAVIOR AND CONSTRAINTS ] ・Read-only numeric data; no privacy issues. ・Local-only value; creators implement their own offset logic. ・Reasonable update cadence (on change or around 1–2 Hz) is sufficient. ・If unsupported on a platform, return 0 or a defined “unsupported” state. [ WHY THIS MATTERS ] ・A single float (local audio output latency) lets creators deliver professional-grade A/V sync. ・It removes device-dependent guesswork and yields a consistent viewing/listening experience with a minimal, safe API. [ ACCEPTANCE CRITERIA ] ・Udon can query a local audio output latency value (seconds). ・On typical hardware, creators can keep A/V sync within approximately ±20–40 ms using this value. ・Clear, documented fallback behavior when the value is unavailable.
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Big Features Request for World Creators
VRChat has a huge problem when it comes to publishing worlds - most of them are dying after a day, up to a week. There are quite a few factors causing this: 1) Unique worlds, that has been put a lot of time and effort, get flooded by "Social Slop" aka chill and hangout worlds, assetflip worlds that has taken straight from the asset's demo scene and so on. I'm not against these worlds, but it gets too boring to explore any of these worlds. 2) Worlds that do get lucky like stays on top for couple of days will still die eventually because the Popular worlds don't change that often. 3) There are not enough SDK updates that can improve quality of the world and being able to create never seen before things. And the list goes on. Without fixing these problems, VRChat can eventually die from being too repetitive and boring. That means no money going to the creators and most importantly, to your game. I have couple of ideas that could improve the quality of life on exploring worlds that can help you and us. First and most important thing I want to see is a "Follow a creator" system that allows you to see any updated or newly added worlds tab from your favourite world creators. Right now the only way to stay updated is through group announcements or other social media. I don't like joining every creator's server to keep myself updated. Second idea is to add Rating System to worlds that allows us to see if its worth going to these worlds and not be fooled by the thumbnail. Also this rating should be tied to how popular the world actually is and not just by the current players numbers. To avoid any "review bombing" this should be stricted to ranked users, just like how it is with uploading avatars and worlds. I believe this should be like a star rating system from 0-5 stars. Third idea is having World list added into groups. Let's say there is a collaboration with multiple creators and they want the world to be released as a group. For that, any revenue coming from visitors will be added to the group revenue. It's up to the group staff members how they split the credits, whoever gets the permission. Alternatively to the third idea is creating a favourite list for groups that want to recommend worlds. Fourth idea as it's not so important, being able to form "Group homes". Basically when you enter the game, you and your group members can all join in the same instance rather than starting at your own home world, alone. Please make me feel motivated again. Thank you for reading.
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