Feature Requests

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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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Separate Voice-Volume Sliders for Friends and Non-Friends
Background: Public worlds have become an audio roulette: one stranger joins with a boosted microphone, another drops a full-volume music bot, and suddenly every conversation is drowned out. Users with tinnitus, hyperacusis, or simply low-cost headphones are forced to crank the master volume just to hear their friends—then get hit with ear-splitting peaks. My friend left a recent session in pain for exactly this reason. Current Limitations: Master “Voice Volume” slider is global; turning it down punishes friends when strangers shout. Per-user volume is reactive; you can’t adjust a screamer until after the damage. Block/Mute removes all voice, not just excessive gain. Nothing offers a proactive, persistent baseline difference between friends and everyone else. Proposed Solution: Add one extra control under Settings → Audio: Friends Voice Volume (existing control, default 100 %) Non-Friends Voice Volume (new control, default 100 %) Users set the non-friends baseline once—say 40 %—and it persists across sessions. How It Works: VRChat already tags each player as friend or non-friend. The new slider multiplies incoming voice gain for non-friends only. Manual per-user adjustments still stack on top of the baseline, so power users keep granular control. When someone becomes (or stops being) a friend, their voice automatically follows the correct baseline. If both sliders are equal, behaviour is identical to today: zero regression. Edge Cases: Baseline range remains 0–100 % to avoid clipping or negative gain. Works the same in private, friends+, and public instances. Streamer mode could expose the non-friend slider to a hotkey for quick on-air balancing. Impact: Accessibility: immediate protection for users with hearing difficulties or sensitive ears. Quality-of-Life: no more master-volume yo-yo when DJs join public lobbies. Content Creation: streamers keep friends audible while background chaos stays civil. Community Health: encourages better mic etiquette without forcing harsh mutes and blocks. Conclusion One additional slider leverages existing friend logic to deliver major accessibility and comfort gains with minimal development effort. Let us keep our friends loud and the random karaoke soft—before the next 110 dB jump-scare hits.
3
Add indicator of Recording / Screen Share to user profiles for privacy and safety.
We need more transparency when it comes to recording in-game. Much of our interactions are governed by a lack of privacy, or run under the assumption we are always being recorded. In real life it is alot easier to know if someone is recording (despite Meta Glasses and Zuckerberg's attempts). It makes for a weird anti social dissonance when talking to new people, dancing to music with friends or just being worried that a streamer might make you their next joke and overall a hindrance to people's privacy and expressing themselves. As part of some ongoing trust and safety developments...we should have a cleary visible red recording camera light on nameplate when people are recording, and a different shutter sound fx. It wouldn't add restrictions to camera and recording use, as those are pretty useful sometimes! Especially to rude behavior. It puts the onus on players and adds transparency in a world where our privacy is shrinking day by day. It would merely allow others to consent to being recorded when interacting with someone. Leveraging EAC to pull a list of processes your computer runs like OBS, discord screen share, etc would eliminate alot of key players here. I'm not an expert on anti-cheat, but I assume it knows mostly what services or processes my computer is running that could be fed into Vrchat and thereby a social indicator. Assuming this is true, it wouldn't add any extra tax to performance since this is already required. I don't think adding world or in game camera restrictions cut to the root of the issue enough. Some safeguards at the process level would substantially decrease popular platforms like Twitch or Discord being used for harassment or other creepy behavior and let people express themselves. Yes, people could still use a custom app, external capture, their phone, whatever, to bypass and lull a false sense of security, but regardless this is the status quo and can only be an improvement on everyone's to make everyone's space a little more comfortable. Thank you hope it gets implemented
3
Automatically Link DMCA Takedowns to Repeat Copyright Infringer Enforcement
Current Issue VRChat's Copyright Policy currently states: Repeat Infringers. VRChat's policy is (i) to respond expeditiously to valid, DMCA-compliant notifications of claimed copyright infringement by removing, or disabling access to, infringing material, and (ii) in appropriate circumstances, to terminate the accounts of users who are repeatedly or blatantly infringing copyrights. However, in practice, there does not appear to be a direct and reliable connection between successful DMCA takedowns and repeat infringer enforcement. When infringing content is removed following a valid DMCA takedown notice, copyright owners may still need to submit separate manual user reports through the Help Desk before account-level enforcement can occur. This creates unnecessary administrative work, increases the possibility of inconsistent enforcement, and allows repeat infringers to continue exploiting the gap between two separate workflows. If such an integration already exists internally, it does not appear to be functioning as intended in practice. Proposed Solution Implement a direct and automated connection between the DMCA copyright workflow and the account enforcement system. Automatic Copyright Strikes Automatically issue a copyright strike to the account that uploaded the infringing content whenever content is removed following a valid DMCA takedown notice. Automatic Repeat Infringer Enforcement Once the predefined strike threshold is reached, automatically apply the appropriate account action under the Repeat Infringer Policy without requiring additional manual reports from the copyright owner. A more integrated and automated workflow would help ensure the consistent implementation of VRChat's existing Repeat Infringer Policy and support the reasonable implementation of its copyright policy under 17 U.S.C. § 512(i).
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