Send In the Cons: RecCon in Rec Room and VRCon in VRChat

Yes, the title is a dreadful pun; this is the best I could do at 3:00 a.m. (I am suffering from insomnia yet again).

Most real-world cons (fan conventions), such as Comic Con pictured here, have been cancelled due to the pandemic, but both VRChat and Rec Room are hosting virtual cons!

I have news of not one, but two different virtual cons (short for fan conventions) taking place in two of the most popular social VR platforms, Rec Room and VRChat.

Let’s start with the one that is happening first: RecCon.

RecCon is a free community event in Rec Room where players from all around the world will meet up for various activities, Q&As, exhibit halls, and panels. There will be five exhibit halls at the con:

  • Artist Alley Expo Hall
  • Portfolio Expo Hall
  • Classes Expo Hall
  • Inventors Expo Hall
  • Clubs Expo Hall

RecCon takes place November 28th and 29th, 2020. For more information, and to learn how to host a panel, event, or booth in the expo hall, please see this webpage.


VRCon takes place December 11th to 13th, 2020 in VRChat. The deadline to apply for a virtual booth is December 6th; here is the application form. For more information, and to learn how to get involved, please follow their Twitter or join their Discord server.

Here’s a short promotional video which was just posted to YouTube:

1029Chris: A Duck for All Worlds

1029Chris is among that group which I half-jokingly, half-lovingly refer to as “my people“: passionate proponents of social VR platforms and virtual worlds, the sort of people who believe in the power and potential of virtual worlds, much the same as I do. Many of them belong to the RyanSchultz.com Discord server, where we gather to discuss, debate, and argue over various metaverse projects, and share pictures and videos of our adventures.

One of those people, 1029Chris (she/her), is a Canadian avatar creator. I have written about 1029Chris’ work in passing when I blogged about VRChat’s Virtual Market 4:

1029Chris’ bird sanctuary: feed the wonderfully animated ducks!

…I was invited to experience a special world built by someone I know well from the RyanSchultz.com Discord, 1029Chris, who had spent two weeks creating an amazing bird sanctuary with animated ducks, who milled about, and responded eagerly when I selected food items from a nearby picnic table to feed them! It was wonderfully done, and I hope to return soon for another visit.

Chris’s world is called the Udon Bird Sanctuary, if you are searching for it in VRChat. A visit is highly recommended, especially if you are feeling stressed out!

Chris signature duck avatar in VRChat
Another shot of Chris in VRChat

But 1029Chris is active in so many more virtual worlds than VRChat! She has decided to bring her signature duck and opossum avatars into as many virtual worlds and online games as she can. Here are some pictures which Chris kindly shared with me:

Chris’s duck and opossum avatars in Second Life
Chris in Sansar
Chris in Tower Unite
A couple of shots of Chris (in the world she created) on the old High Fidelity social VR platform
Chris in Barotrauma
Chris’ possum avatar in Garry’s Mod
Chris and her boyfriend in Garry’s Mod
Chris in Half Life 1
Chris in Minecraft

But Chris doesn’t just do still pictures! She also does machinima (that is, videos which are recorded in virtual worlds and games):

Chris in Super Smash Bros. Brawl
Chris in Super Mario 64 (I absolutely love the part where she takes off her glasses and mops her brow!)
Chris in Half Life 2
Chris in Jet Set Radio Future
Chris in The Witcher 3: Wild Hunt
Chris in Yakuza 0

1029Chris is only one of many people I know who delight in bringing their avatars from one virtual world to another. All of them possess skills I wish I had!

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: Are Social VR Platforms Dependent Upon High-End PCVR Doomed?

Today’s Melatopia Festival in Sansar: Less than 45 Avatars Total?

This afternoon, I paid a visit to Sansar to attend the virtual version of the Melatopia South Asian festival. I had a chance to catch up with some old friends and listen to some great music. Sansar is still (to my mind) the most beautiful virtual world, with a vibrant marketplace (44,582 items and counting) providing endless avatar customization options (there was even a mini velociraptor avatar running around amidst the crowd at the concert stage!).

But all the while, I had this nagging little voice in the back of my head, asking: Where is everybody?

To the best of my knowledge (and Wookey may correct me if I am mistaken), the Melatopia event never went above a single instance, and there were never more than 45 avatars total present at the festival (and most of the time that I was there, the figure from the Codex was in the low-to-middle thirties). (UPDATE: There was briefly one time in the afternoon where the festival hit a high if 51 avatars, spawning a second instance.)

Even granted that most people would be watching the show via Twitch, Facebook, Instagram, or YouTube, I find that to be a shockingly, abysmally low attendance figure, especially compared to the multitudes that would have attended the real-life version of this festival, were it not for the coronavirus pandemic.

Frankly, this blogger has long ago given up trying to chastise Wookey for their puzzling lack of promotion of events on the Sansar platform. There’s only so many times I can write the same editorial: YOU NEED TO PAY FOR PROMOTION. YOU CANNOT EXPECT PEOPLE TO COME TO SANSAR IF YOU DO NOT PROMOTE THE PLATFORM. But my pleas (and those of many other observers) seem to have fallen on deaf ears. Whatever Wookey is doing to promote Sansar, it’s clearly not enough.

But it does raise a bigger question that I have only addressed in passing in earlier editorials discussing and dissecting the demise of the old High Fidelity and the near-death experience and resurrection of Sansar. And that question is: was it a mistake to build social VR platforms that would only run on tethered, high-end virtual reality headsets like the Oculus Rift, the HTC Vive, and the Valve Index? The collective term I and many other people use when talking about these VR headsets, all of which require a high-end Windows gaming computer with a powerful graphics card to run, is PCVR.

Let’s face facts: both now and for the foreseeable future, the clear VR headset of choice by consumers will be the wireless, standalone Oculus Quest, especially now that Facebook has released the newer, cheaper Oculus Quest 2. And Facebook will stop selling its Oculus Rift S tethered, PCVR headset (the successor to the original Oculus Rift) this coming spring. Business Insider reported:

“We’re going to focus on standalone VR headsets moving forward,” the company said in a blog post on Wednesday. “We’ll no longer pursue PC-only hardware, with sales of Rift S ending in 2021.”

The Rift line of headsets required a powerful gaming PC to power virtual reality experiences. The headset connected to the PC with a set of wires, but the latest Oculus Quest headsets are able to replicate this experience with a single detachable USB cable in addition to operating without a dedicated PC.

As such, Facebook isn’t outright killing its PC-driven virtual reality efforts. It will continue supporting higher-end, PC-powered virtual reality on the Quest line of headsets. 

“We’ve seen significant growth in PC VR via Oculus Link,” the blog post said, “and the Rift Platform will continue to grow while offering high-end PC VR experiences like ‘Lone Echo II’ and ‘Medal of Honor: Above and Beyond’ well into the future.”

Two years ago, TechCrunch reported on the disagreements within Facebook over the company’s decision to focus on standalone as opposed to high-end, tethered headsets, saying that Brendan Iribe, the co-founder and former CEO of Oculus, was “leaving Facebook  following some internal shake-ups in the company’s virtual reality arm last week that saw the cancellation of the company’s next generation ‘Rift 2’ PC-powered virtual reality headset, which he had been leading development of”.

If Facebook is leaving the high-end PCVR market, what does that mean for the future of social VR platforms which either do not run on the Quest, like Sansar, or do not run at their full technical capacity, like VRChat? (I wrote about my earlier experiences running VRChat on my Oculus Quest here. Although I’m sure the situation has improved somewhat since then, the fact remains that you still need PCVR to really experience everything that VRChat has to offer.) Are those platforms that run best (or only) on PCVR doomed?

No. So relax. (Yeah, all right, I admit that was a click-bait blogpost title. Sue me.)

While the market for high-end PCVR might mature more slowly than that of wireless VR headsets (and definitely more slowly than most overconfident observers had originally predicted), eventually it will come. Devices may come and go in popularity, but the overall trend is clear: ever more data being pushed to your headset, creating ever more detailed environments. Eventually, that screen door effect that can sometimes make it difficult to read text in a VR headset will vanish. Visual fidelity will only improve from here on in. Consumers and businesses will demand it, and they will buy it. It’s inevitable.

While we do not yet know what future headsets various tech companies have on their drawing boards, we can be assured that other companies will definitely step into the PCVR market while Facebook is stepping out, and up the VR/AR/XR game (many eyes are watching to see what Apple will do, for example). As I like to say, a rising tide lifts all boats. I believe that many people who get their first taste of VR from an Oculus Quest will no doubt graduate to more powerful, tethered devices. (Even Facebook may decide to change their minds at some point in the future, particularly if they should see any potential competitors do well.)

I myself have already placed my order for a Valve Index kit to replace my trusty, four-year-old Oculus Rift, as part of my personal boycott of Facebook/Oculus products and services (more info here). I have heard through the grapevine that they are selling well since Facebook’s decision to force Oculus device users to get Facebook accounts, which is not sitting well with many early VR adopters at all.

And I very much look forward to visiting future virtual festivals in Sansar in my shiny new Valve Index!