VRChat OSC
Chatbox, avatar parameters, and OSCQuery.
vrOS puts your desktop windows on floating panels inside VR — with input that actually works, a performance panel that knows what your headset was doing, and playspace tools that fix your floor. It runs as a desktop app first; VR attaches when you put the headset on.
Overlays, keyboard, performance, and playspace — running live.
Overlays
Capture individual windows or whole displays, then place them where you want them — anchored to the world, to your head, or to either hand.
Performance
Every desktop tool shows a CPU history and the process on top of it. None of them knows what the headset was doing that second — and taking the headset off is how you lose the stutter you were chasing. vrOS puts the frame timing and the culprit on one panel.
Playspace
Drag and rotate your play space with either hand. Put a controller on the floor to re-level it. Recenter to where you are actually standing — with one undo if it goes wrong. Reset holds for a full second, so it never happens by accident.
Input
The instant your physical mouse or keyboard moves, vrOS hands input authority back to the desktop — no cursor fighting, no stolen focus, no stray clicks. VR takes it back only when you deliberately pull the trigger on an overlay, never from controller motion alone.
Six built-in boards: English at 70%, 80%, and full size, Korean 두벌식, Japanese romaji, and the 12-key flick board for JP — with composition that survives a focus change mid-word.
Built to not fall over
Everything that touches the VR runtime, the GPU, or a capture API runs in a separate supervised process. If the driver faults or SteamVR falls over, the core app survives untouched — and your overlays come back on their own when the runtime does.
Extensions
The things you only sometimes need are extensions you turn on, each asking for the specific capabilities it uses — and you can revoke any of them later.
Chatbox, avatar parameters, and OSCQuery.
Pads with proper multi-device output routing.
Scene switching and recording state from inside VR.
Chat on a panel, next to everything else.
Third-party extensions use the same API the built-in ones do.
Accessibility
Laser and controller, gamepad-only focus traversal, or plain mouse and keyboard on the desktop. Every screen supports all three — not a subset, and nothing is hover-only. Gaze plus a confirm is designed in throughout and lands with the gaze work.
Platforms
| Platform | VR runtime | Status |
|---|---|---|
| Windows 10 / 11 | SteamVR | Supported |
| Linux x86-64 — desktop and SteamOS | SteamVR · Monado / WiVRn | Supported |
| Steam Frame — SteamOS, ARM64 | OpenXR | In development |