A Quick Guide to the VRChat Communities on Discord, Twitch, YouTube, and Other Social Media (Plus a Couple of Directories of VRChat Maps/Worlds!)

After writing up my recent blogpost about the Second Life blogging and vlogging community, I decided to investigate what social media exists around another popular social VR platform/virtual world, VRChat, which I have been writing about for four years now on this blog.

Blogs

To my surprise, there’s very little in the way of blogging about VRChat; my Google searches consistently pulled up only two blogs which discuss VRChat regularly, my own blog, and Wagner James Au’s venerable blog New World Notes, which has branched out from its original coverage of Second Life to write about other virtual worlds (here’s a link to all of my VRChat posts, and a link to all of Wagner’s).

Discords

As for Discords, there are any number of popular Discord communities:

There are also the following Discord servers, which have a VRChat section or channel:

Directories of VRChat Worlds

As I have written about before, it can be difficult to find good directories of VRChat maps (i.e. worlds) to explore (other than the Worlds listing in the VRChat client itself).

There is a Japanese-language website called The World of VRChat, a website directory for VRChat worlds (if you turn on Google auto-translate in your Chrome web browser, it works well enough). I don’t know how up-to-date it is kept, however, and I have been unable to find any other website directories like this one.

The World of VRChat Website

Also, VRChat user CatRazor has created a very useful Discord server called VRChat Maps, where users can post their favourite maps to various channels. Check it out!

The VRChat Maps Discord server

If you know of any other VRChat map/world directories which exist outside the VRChat client, please drop a comment, thank you!


Of course, it was the Twitch and YouTube livestreamers who first brought attention to VRChat, so it only makes sense that the overwhelming majority of the social media out there about VRChat is on Twitch and YouTube.

Twitch

There’s a very active VRChat community on Twitch, with dozens of livestreamers. Your best bet is to go exploring, and see whose content appeals to you!

Just a small sample of the VRChat streamers on Twitch

YouTube

There are hundreds of people who regularly post videos about VRChat to YouTube. Feedspot maintains what it claims is an up-to-date list of the most popular VRChat YouTubers, but I have discovered that many of the people on this list haven’t posted VRChat videos to YouTube in many months, if not years (for example, Nagzz21 is listed, but he stopped posting videos about VRChat a year ago, citing the U.S. FTC’s COPPA legislation).

There are so many VRChat videos on YouTube that it is possible to create subcategories! For example, there are many YouTubers who focus on slice of life or “man in the street” interviews:

Here’s a couple of examples of YouTube videos from iListen and iamLucid, to give you an idea of the content you can expect in these interview videos:

Other VRChat videos tend to be edited or unedited recordings of shenanigans happening on the social VR platform. Your mileage may vary; some of funnier or others, but overall it comes down to your personal sense of humour. Here’s the results of a keyword search for “VRChat” on YouTube; dive in! If you’re looking for the most popular VRChat videos, start here (but be warned; some of these are not for the faint of heart!).


Do you know of any resources which should be listed here? If you know of a Discord server, a YouTube channel, or a Twitch channel, or some other social media that should be included in this blogpost? Then please feel free to leave a comment, thanks!

VRChat Hits New Record of 24,000 Concurrent Users Over Halloween

Photo by David Menidrey on Unsplash (edited in PhotoShop to add the VRChat logo)

The Road to VR website reported that social VR platform VRChat reached a new user concurrency record over Hallowe’en:

Following a big spike in usage in the midst of the coronavirus pandemic, social VR app VRChat has reached a new record of 24,000 concurrent users. Its creators say the surge was driven in part by the launch of Quest 2 and virtual Halloween festivities.

Indeed, with more users joining VRChat from Quest and now Quest 2, the app reached a new record of 24,000 concurrent users over the Halloween weekend, CEO Graham Gaylor tells Road to VR. This eclipses the previous record of 20,000 concurrent users in early 2018 when the app went viral on Twitch.

It would appear that a great many people, who would normally socialize in person at parties and bars at Hallowe’en, chose instead to stay home and strap on their VR headsets, due to social gathering restrictions imposed by the pandemic. One poster on the Coronavirus subReddit commented:

Extrovert here and struggling. Thankfully buying a Quest 2 has ACTUALLY been quite the pleasantly surprisingly alternative for me. Especially the VRChat clubs which remind me of my nightlife. I know not everyone can do it but I wish my friends still travelling and partying would give it a shot too.

This new user concurrency figure smashed a two-year-old record, when VRChat suddenly and unexpectedly went viral back in 2018 (largely due to the influence of livestreamers and YouTubers such as PewDiePie), reaching a peak of 20,000 concurrent users on Steam.

You might be surprised to learn that only half of VRChat’s current users access the app via VR headset. Road to VR reported:

Of course it’s worth noting that VRChat is not exclusively a VR game; it supports VR and non-VR modes. Interestingly, Gaylor indicates the app’s share of VR users has actually grown significantly in the last few months. Earlier this year in April around 30% of VRChat users were using VR; in October the share of VR users was up to 43%.

Among the 24,000 concurrent users specifically, Gaylor confirmed that an even larger share of users—52% or 12,500—were in VR.

Wagner James Au of the blog New World Notes also reported on the event, including statistics from Steam and a quote from his source for the news, Adeon:

Adeon isn’t surprised: “Confirms a lot what I see too. I have lots of friends that have an Oculus Rift, but still choose to run the Steam version on it, just because of Steam’s social features, and Oculus requires Facebook to have Oculus friends. That’s one major oversight for Facebook. People don’t want to use the platform if its social features aren’t cross-play with their friends’ setups.”

It’s an oversight—and a paradoxical one: The main point for requiring Facebook log-in, an Oculus developer recently told me, was to encourage users to interact more in VR with their Facebook friends. (Data harvesting for ads being a secondary goal.) But because so many gamers have strong social connections apart from Zuckerberg’s social network, the Facebook log-in requirement can actually disconnect them from many of their friends.

That to one side, VRChat’s usage growth is impressive. I would not be surprised if its monthly active user numbers have also surpassed that of Second Life as well.

I also would be very interested in seeing a head-to-head comparison in monthly active user figures between VRChat and Second Life (although I think SL would probably still be the winner here, as they too have reported an increase in usage because of the pandemic).

Editorial: Why Unoptimized Mesh Bodies and Content Are a Problem in Second Life—And Why Most SL Users Don’t Care

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


Image of a well-optimized mesh avatar body with a lower triangle count
(from New World Notes)

I am going to broach an unpopular topic in Second Life. (Some have even warned me that I might get hate mail from some readers.)

Wagner James Au has been writing his blog about Second Life since the very beginning of the platform, and he has seen a lot come and go in his time. One of his regular rants lately has been about just how horribly unoptimized and inefficient many of the modern mesh avatar bodies are in Second Life. (Frankly, it’s not just mesh bodies; there is quite a bit of other poorly-constructed content in SL—houses, furniture, decorations, etc.—with sky-high rendering costs. Part of the problem is that Linden Lab doesn’t want to break any old content if they can help it.)

Why is this so important? Well, the more complex your avatar is, the more effort it takes for the graphics card in your computer to calculate and display what you see correctly on your screen. And it’s not just your mesh avatar; it’s everybody else’s mesh avatar who is on the same sim as you, plus all the scenery around you, too! Every Second Life user has experienced irritating delays in rendering scenery when they first spawn on a new sim, and significant lag at busy events where there a large number of avatars to render. These problems have been going on for years and years now.

The problem is that Wagner is pretty much beating a dead horse with his critiques. Most Second Life users care only about how good their avatar looks, and they don’t know (or don’t care) about how much unoptimized mesh content negatively impacts SL and other users, particularly those on older, slower computers. I myself have an absolute beast of a gaming computer, built especially to support my Oculus Rift VR headset and to run VR games and apps at the requisite 90 frames per second (to avoid VR-induced nausea). I routinely run my Firestorm viewer for SL at the maximum, Ultra quality settings, and usually my computer handles everything just fine.

Linden Lab well knows that this can be a problem, and some years ago they introduced something called the Avatar Rendering Cost (ARC for short). Here’s a summary of how ARC is calculated. Basically, it is a figure calculated for each avatar on a sim, based on whether they have a classic or mesh avatar, what they are wearing (clothes, hair, shoes, accessories), etc. Showing the ARC on yourself and other avatars is easy to turn on in Firestorm: just press Ctrl-P to bring up the Preferences panel, click on the General tab on the top left-hand side, and check the box next to “Show avatar complexity”:

Many SL viewers will allow you to automatically derender avatars whose ARC is above a certain limit (which means offenders will appear as the so-called “jelly dolls”). This feature can improve Second Life performance significantly for some users. (Like I said, I have my settings adjusted to properly view everybody around me on a sim, regardless of how high their ARC is. I want to see what everybody is wearing, dammit! I often find new stores to visit and new things to buy by doing a right click/inspect on avatars around me. I can’t do that if they are derendered! But obviously, there is a significant rendering cost on my computer, especially at busy events.)

But today’s discussion of this topic on the -life channel on the RyanSchultz.com Discord server really brought home to me just how serious the problem of unoptimized, inefficient mesh can be in SL. Recently, a Second Life vlogger named Cassie Middles created a chart showing how many triangles make up each of the popular mesh bodies. (Here’s a direct link to the Google spreadsheet she created. The higher the number of triangles, the more complex the object, and the harder your computer graphics card has to work in order to render it properly. As well as everybody else’s computer.)

One of the mind-blowing facts I learned today is that the brand new Legacy mesh body (just the naked body with hands and feet, without any clothes, shoes, jewelry, a mesh head, hair, etc.) comes out to a whopping 794,368 triangles!

To put that astronomical figure into some perspective, someone said that that number is significantly higher than the rendering cost of an entire match of Overwatch players (two teams of six avatars each, at an average triangle count of 40,270 triangles per character, for a total of 483,240 triangles). That is truly insane! And the feet alone on the new Legacy mesh body come to 380,368 triangles! Mind you, most games are deliberately designed to be as optimized as possible, but nobody needs that level of complexity! It is complete overkill.

But, as I said, writing about this is kind of like closing the barn door after the horse has bolted. There is really no incentive for mesh body makers (and other mesh content makers) to create and sell better-optimized mesh in Second Life, and no penalty if they don’t. Linden Lab does not ban or restrict avatars for having very high rendering costs. For example, here is one outfit I put together for my main avatar, Vanity Fair, which has a total Avatar Rendering Cost of 702,597! This means that, when I wear this lovely outfit to a place like Frank’s Jazz Club, I am pretty much seen as a jelly doll (i.e. derendered) by everybody around me. In other words, I am only dressing to be seen by me.

If I take off the three sets of shimmery flexiprims that are part of the skirt of this beautiful gown, the ARC drops to 108,365. If I remove the jewelry, the ARC goes down to a quite reasonable 59,575 (some older jewelry in particular can be quite badly optimized):

Even making these simple changes to an outfit can make a big difference to performance (for you and others), especially at crowded events.

So, even though it might be a losing battle, I might just decide to add my voice to Wagner’s about the proper optimization of mesh content in Second Life. I still think it’s a losing battle, though. Most SL consumers could care less.

I think that the best that we can do at this stage is two things:

  1. Promote awareness of the problems of unoptimized, inefficent content among Second Life consumers (for example, including triangle counts or some other complexity measurement in SL Marketplace listings of products);
  2. Educate SL content creators to make more efficient mesh by using proper decimation and other techniques in tools such as Maya, 3ds Max, and Blender.

Yes, it’s an uphill battle, but it’s worth fighting for a better-performing Second Life for everybody, don’t you agree?

An Artist Contemplates Second Life

Wagner James Au of the long-running blog New World Notes has highlighted the work of artist Erik Mondrian, who found himself so inspired by Second Life that it became his MFA thesis at the California Institute of the Arts:

Here, in Second Life, a vast virtual canvas where we create what cannot be, what could be, what was, and what might be again, I step inside the imaginations of people I have never met, and who I may never even have spoken to, understanding something of their inner worlds nonetheless.

— Erik Mondrian.

Here is the entire nine-minute video on YouTube from which this quote was taken:

It’s quite beautiful, and I would encourage you to take a few moments to watch and enjoy it. If you want to see more, there is a playlist of ten videos shot and narrated by Erik here.