Platforms: Difference between revisions
TrixxedHeart (talk | contribs) (Added some details regarding iOS's ability to join Android specific worlds) |
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** Android Phone/Tablet | ** Android Phone/Tablet | ||
* iOS | * iOS | ||
** iPhone/iPad (Beta){{efn|While iOS is technically supported for creating content, the iOS client is not yet publicly available. It is currently being tested in closed beta.}} | ** iPhone/iPad (Beta){{efn|While iOS is technically supported for creating content, the iOS client is not yet publicly available. It is currently being tested in closed beta.}}{{efn|Due to VRChat not being able to be reliably run on devices with under 6GB of RAM, any iOS device that has under 6GB cannot enter the client/join any worlds. All iOS devices can still use the base app to receive notifications and manage content.}} | ||
===== Notes ===== | ===== Notes ===== |
Latest revision as of 21:24, 14 December 2024
Platforms are the different systems on which VRChat can run. While users can join the same instance and see and interact with each other regardless of platform, the content within VRChat such as avatars and worlds must be built specific for each platform.
Supported platforms
The following platforms are supported by VRChat.
Notes
- ↑ GeForce NOW can run in it's own client or in the browser on many devices, but it's included in Windows since it uses VRChat's Windows platform content.
- ↑ Oculus Quest 1 devices were previously supported VRChat on standalone mode, but was later deprecated. Any Quest 1 device can still access VRChat, if linked to SteamVR.
- ↑ While iOS is technically supported for creating content, the iOS client is not yet publicly available. It is currently being tested in closed beta.
- ↑ Due to VRChat not being able to be reliably run on devices with under 6GB of RAM, any iOS device that has under 6GB cannot enter the client/join any worlds. All iOS devices can still use the base app to receive notifications and manage content.
Platform specific content
While users can connect with each other regardless of platform, not all content is available to every platform. A user on Quest for example might encounter a user on PCVR wearing an avatar built for PCVR only. When this occurs, the Quest user will either see an impostor of the PCVR user's avatar, or else they might see their fallback. If neither of these are set, then the PCVR user will appear as the default Robot avatar. This applies in reverse as well is the Quest user is in an avatar not built for PCVR.
Worlds built for different platforms are handled somewhat differently. Unlike avatars, there are no imposter or fallback worlds, meaning users on different platforms can only join the same world if it is built for each platform. This applies to portals, joining a world directly, and joining a world off of a friend or invitation.
If a world is not made for iOS, but has an Android build. It will be possible for the iOS user to join the Android build instead. However this is experimental and may result in issues especially if the world uses custom shaders.
Creators can upload their content to different platforms through Unity with the VRChat SDK, though this often requires some changes to be made in order to meet different performance or compatibility requirements for each platform.
Official resources
- Platforms at creators.vrchat.com