VRChat 2026.1.3 (OPEN BETA)
March 17 - Build 1814 - Open Beta
Features
Avatar Accessories!
Avatar Accessories are... exactly what they sound like! They’re accessories that you can put on your avatar: think a hat, or sunglasses, a halo, a tail, or… well, you get the idea. There’s a lot you could do with a system like this!
But let’s just cut to it: yes, you can put cat ears on any avatar. Or Googly Eyes.
No, seriously – any avatar. If you can use the avatar, you can throw Accessories on it.
Want to know more? Check out the Developer Update video below!
There are a few test Accessories in the Open Beta! Test them out. Obviously, we'll have a lot more things in the (real) launch... but uh, play with some eyes. and a sphere. and a cube.
Loading Screen!
That's right -- you can now change your loading screen! You do this via your Inventory, where you can equip whatever Loading Screen you'd like.
In the Open Beta, you'll have to be a VRC+ Subscriber to see this. Why? See below!
VRC+ Exclusive Inventory Test
We have a test for "Exclusive" Items (and other fun oddities) in this Open Beta. You'll see these listings first in all of the respective categories (Emoji, Stickers, Items, Cosmetics, etc).
You'll also (if you have VRC+) have access to the aformentioned loading screen + an exclusive Reference Cube.
As a note, both of these things will disappear after the Open Beta ends. They're just for testing!
Impostor Updates!
We've given Imposters some new polish!
First: for any Impostors generated up until this point:
- On PC, they'll now use Bicubic filtering on the alpha channel to prvent 'blocky' outlines.
- The also now do a much better job of avoiding sampling neighboring pieces while rendering.
- This is why you'd see floating lines of pixels sometimes.
On Impostors generated after this beta goes live:
- We've done some magic on the backend to preserve 2.5-4x of the depth precision, as well as more evenly preserving it for a total of 5.5-8.8x the precision!
- We solved a bug where depth captures had ~8cm of wiggle room added to the capture that wasn't accounted for in the end reproduction.
- This was why some Impostors can look 'squished' relative to the overall mesh.
- Use a more conservative downscaling to avoid harsh pixelization.
- Now, we ensure all tris have their long side facing away from the center of the quad, making pieces smoother and less zig-zaggy.
- We've updated our texture compression to be more perceptually-based to improve color quality.
- Finally, we've improved edge-extension to be more precise, meaning you should rarely see a piece that appears to stretch backwards a distance.
Changes & Fixes
- Slightly changed mirror render timing. You shouldn't notice this one, but let us know if you encounter any issues with mirrors.
- They now render in
Camera.onPreCullinstead ofOnWillRenderObject.
- They now render in
- Shop UI Changes!
- Added a new navigation sidebar to the VRChat Exclusive Shop tab.
- Updated the banner layout on the same tab.
- The Quick Menu "Shop" Button will now show a "New" indicator when the Shop is updated.
- The Camera's Move Speed slider has been tweaked so slower speeds are easier to control.
- Likewise, the slider value should show one decimal instead of a rounded integer value.
- Discord friends now has its own section / tab on the Main Menu Social tab when the feature is enabled to make it easier to find.
- Improved Discord rich presence display.
- It should now (correctly) display the instance size.
- Emojis categories in Boops and Wings don't suffer from duplicate emojis appearing anymore.
- The "Net Objects" debug page now displays incoming and outgoing data rates separately.
- Refactored logic for hiding on-screen Canvases (world HUDs, etc.) when a VRChat menu is open.
- Improved performance in worlds with many screen-space canvases.
- Fixed an issue that caused canvases rendering to world cameras to be affected incorrectly.
- Fixed some timing issues that could cause flickering canvases or some HUDs not being reenabled correctly.
- We've removed the Download Prioritization options.
- From what we could gather, the vast majority of people never touched these settings, and those that did would just turn on "prioritize friends" and leave everything else alone.
- In the interest of decluttering our options menus, we've set it up just that way!
- Fixed avatars sometimes still displaying real time lights while hidden by distance.
- Fixed an issue that caused some world lights to affect 3D object previews in the Main Menu.
- Fixed minor issue where transparent shaders could look different in the Face Mirror vs the Personal Mirror.
- Fixed a regression causing avatar and item loading bars to be shown incorrectly when loading many at once.
- Fixed a minor text-collision issue on the Main Menu Avatar Details Download Size text field.
- The "Net Objects" debug page now displays incoming and outgoing data rates separately.
- Fixed the Recently Used Avatars tab not sorting avatars according to whatever setting the user has selected.
- Shop listings will now show Publisher information if relevant, just like Avatars and Items.
- Inventory tooltip fixes.
- Improved responsiveness of scrolling menu content.
- Slight Quick Menu Performance improvements.
- Safety and security improvements.
Known Issues
- Quest 2 reaches the out of memory state very quickly.
- Thumbnails sometimes fail to generate after editing an existing Look.
- Quick Menu can have overlapping UI when selecting users.
- Exclusive Items that are being held do not appear to be held to late joiners on Quest.
- You're holding them all to yourself.
- Claim button does not immediately change to 'View' in the Accessory store after claiming an Accessory.
- Applying the Look of an avatar that is not supported on your platform results in negative downstream effects.
- OMINOUS.
- Exclusive Item spawn state can become desynced between different menus.
- New Accessories shelf images are taller than others.
Updated about 2 hours ago
