Have you joined the RyanSchultz.com Discord yet? You’re invited to be a part of the first ever cross-worlds discussion group, with over 300 people participating from every social VR platform and virtual world! More details here.
IMPORTANT NOTE, Feb. 6th, 2023: Thank you to Dr. Fran Babcock, who made some updates to this spreadsheet in 2021. I am currently working on a complete update to this spreadsheet for 2023. Thank you for your patience.
I haven’t published an update to my popular November 2018 comparison chart of twelve social VR platforms for quite some time. There never seems to be a perfect time to update. At first, I wanted to wait until the Oculus Quest was released. And then, I was wondering whether or not I should wait until Facebook releases the Oculus Link update to the Oculus Quest (which means, theoretically, that Oculus Quest users can use a custom cable connected to their VR-ready Windows computer to view content originally intended for the Oculus Rift).
In the end, I decided to go ahead and publish a first draft of the updated comparison chart now, get feedback from my readers, and update the chart as necessary. So here is that first draft.
I removed two of the 12 platforms in last year’s comparison chart: both Facebook Spaces and Oculus Rooms were shut down by Facebook on October 25th, 2019, in preparation for the launch of Facebook Horizon sometime in 2020. I have not added Facebook Horizon to this chart (yet) because we still know so little about this new social VR platform. And I decided to add six more social VR platforms to the chart: Anyland, Cryptovoxels, Engage, JanusVR, Mozilla Hubs, and NeosVR.
Rather than publish the chart as an image to Flickr, as I did last year, I decided to create a spreadsheet using Google Drive, and publish it to the web here:
Comparison Chart of 16 Social VR Platforms (Updated and Expanded Draft © Ryan Schultz, November 13th, 2019).
Please leave me a comment with any suggestions, corrections or edits, and I will update this new comparison chart accordingly. You can also reach me on the RyanSchultz.com Discord server, or any other virtual world Discord that I might belong to (my handle is always the same, RyanSchultz). You can also use the contact form on my blog.
UPDATE 3:48 p.m.: I’ve had a request to add userbase figures to this chart, but I am not going to do that for a very good reason: there’s absolutely no way I can get accurate figures from the various companies, many of whom want to keep that information private. And even ranking them using a scale like low, medium, and high would just be guesses on my part, misleading to a lot of people, and liable to lead to a lot of arguments. Sorry! I will leave it up to you to check Steam statistics for those platforms which are on Steam (which, again, may or may not be an accurate measure of the actual level of usage of any platform).
UPDATE Nov. 13th: I’d like to thank Frooxius (of NeosVR), Artur Sychov (of Somnium Space) and Jin for their corrections and suggestions. Any updates to this table are shown in real-time, which is a unexpected bonus to publishing a spreadsheet directly to the web from Google Drive! I should have thought of doing it this way last year.
And it would appear that there is a great deal of disagreement of what constitutes “in-world building tools”. I am referring to the ability to create complex objects entirely within the platform itself, and not using external tools such as Blender or Unity and then importing the externally-created objects into the platform. For example, High Fidelity has very rudimentary “prim-building” tools in-world, which are not often used by creators, who prefer to import mesh objects created in tools like Blender, Maya, or 3ds Max instead. To give another example, Somnium Space now offers a completely in-world tool for constructing buildings on your purchased virtual land. Sansar has no such tools for in-world building, although you can assemble premade, externally-created objects into a world by using their Scene Editor (which is something completely different from what I am talking about here).
One reader had suggested adding in a few more columns to this chart to include various technical aspects of these social VR platforms: game engine used, open/closed source, support for scripting, etc. Using the table provided to me by Enrico Speranza (a.k.a. Vytek), I have now added three more columns to the original comparison table: architecture/game engine, open/closed source, and scripting. Thank you for the suggestion, Vytek!
Please keep your suggestions, corrections and edits coming, thanks!
13 thoughts on “An Updated Comparison Chart of Social VR Platforms”
Thanks for making the comparison chart! There are some inaccuracies for Neos VR:
– Company is Solirax Ltd.
– We support Oculus Quest and Oculus Go as well, currently in closed beta for Patreon supporters
– We have very early Android version too (for Patreon supporters too)
– There are multiple “default avatars” (the concept doesn’t apply too well to Neos as anything can be an avatar) – full-body cartoon, robot, human, floating head
– The “Default Dressable Human Avatars” is a bit misleading too. You can put any attachments on any avatar and there are several community made avatars with swappable clothes (you can build your own system and UI for it in Neos). No fashion market though.
– Neos Credits already is cryptocurrency, they’re an Ethereum token. We have an ICO ( https://etherscan.io/address/0x7CCBac6D333838608be0c40E124381016F4c81Fc ) and whitepaper ( https://neosvr.com/wp-content/uploads/2019/04/whitepaper.pdf ). We do plan to expand the system to support items on blockchain (e.g. ERC-721)
Thanks Frooxius! I will update the chart.
The most important thing I want from a virtual world is white label capability. Private servers with the ability to rebrand for practical use such as education, training, conferences, collaboration, therapies, entertainment, B2B, etc. Troll-proof environments.
Great chart! The column “Desktop (Non-VR) OS Support” seems to contain a lot of VR headsets – is that intentional?
No, those were errors. Thank you for noticing that! I have made corrections to the chart.
You are inconsistent with how you list the Valve Index.
I am taking my Valve Index information direclt from the Steam pages. Please tell me which platforms that support the Valve Index have I left out?
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