VRChat has just announced via Twitter that they will be one of the social VR platforms that the upcoming Oculus Quest standalone VR headset will support:

In my earlier blogpost discussing which social VR platforms the Quest would support, there was a bit of debate as to whether or not it would be even possible to pare down the VRChat experience so that it would run acceptably on the Oculus Quest. It would appear that the company has successfully been able to accomplish this difficult feat.
It’s not clear whether VRChat will be one of the applications available at the official launch of the Quest, or sometime later. (We still don’t know when the Quest will be launched, other than “Spring 2019”.) It’s also not exactly clear what technical compromises will have to be made to the full-blown VRChat experience currently available to people using the Oculus Rift, HTC Vive, and Windows Mixed Reality headsets.
But wait, there’s more news! VRChat is not the only social VR platform to make an Oculus Quest-related announcement today!

UploadVR reports today that Against Gravity’s Rec Room social VR app will also be available for the Quest. Again, it’s not clear whether the platform will be available on the official launch date of the Oculus Quest, or sometime later. They add:
We’ve long thought of Rec Room as one of VR’s most important apps. On top of playing together, players can also customize rooms to their own look and then share them with others to provide new types of experiences. In January, we reported that the game had reached over one million players.
Against Gravity also confirmed to UploadVR that the Quest version of the game will support cross-play. this is a key feature for Rec Room, allowing those with an Oculus Rift, HTC Vive, Windows VR headset and even a PSVR to meet up online. Adding Quest to that mix should help expand the player base.
So, both the number one (VRChat) and number two (Rec Room) most popular social VR platforms will be available for the Oculus Quest. This will open up a large new potential audience for both platforms. The question remains, though: how well will both virtual worlds stand up to the flood of new users? Interesting times ahead!
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