every launch flag i could find for VRChat, as of build 2026-09-17.

VRChat’s own flags are C# string literals, and those live in global-metadata.dat, which VRChat ships encrypted, so they come from the official docs and old changelogs instead. the Unity player flags were read straight out of UnityPlayer.dll, and a few more out of launch.exe.

flags go in Steam’s launch options, or after launch.exe / VRChat.exe on the command line. VRChat’s use two dashes, Unity’s one.

vrchat

argumentdefaultexplanationsource
--no-vrstart in desktop modedocs
--profile=N0use local profile N, for running several accounts side by sidedocs
--fps=N90 desktop, headset max in VRframe rate limitdocs
--osc=inPort:outIP:outPort9000:127.0.0.1:9001OSC ports, see the OSC docsdocs
--midi=namepick a MIDI input device by (partial) namedocs
--ignore-trackers=serial1,serial2ignore these tracker serialsdocs
--enable-debug-guioffenable the debug menu keyboard shortcutsdocs
--enable-sdk-log-levelsoffmuch more verbose loggingdocs
--enable-udon-debug-loggingofflog Udon heap and stack on errorsdocs
--watch-worldsoffrejoin automatically when the SDK builds a new local test worlddocs
--watch-avatarsoffreload the local test avatar when the SDK rebuilds itdocs
--skip-registry-installoffdon’t write the vrchat:// protocol handler to the registrydocs
--disable-hw-video-decodinghardwareforce software decoding in AVProdocs
--enable-hw-video-decodinghardwareforce hardware decoding in AVProdocs
--enable-amd-stutter-workaroundoffworkaround for stutter on some AMD GPUsdocs
--enforce-world-server-checksoffonly join worlds after the server has validated themdocs
--affinity=MASKall coresCPU affinity as a hex bitmaskdocs, launch.exe
--process-priority=N0process priority, -2 to 2docs, launch.exe
--main-thread-priority=N0main thread priority, -2 to 2docs
--user-affinityundocumented, found in launch.exe next to --affinitylaunch.exe
--startup-begin-ts=undocumented; by the name, a startup timestamp launch.exe hands to the gamelaunch.exe
vrchat://launch?id=join an instance; the id is the world id and instance, as in an invite link
--url=create?roomId=N&hidden=true&name=BuildAndRun&url=file:///path.vrcwopen a local .vrcw like the SDK’s build and test
--log-debug-levels="API;All;…"extra log categories; known ones were Always, API, AssetBundleDownloadManager, ContentCreator, All, NetworkTransport, NetworkData, NetworkProcessing2022, may be gone
--custom-arm-ratio="0.4537"0.4537IK 2.0 arm ratio; 0.415 approximates the old arm scaleIK 2.0 beta changelog, 2022.1.1p3
--disable-shoulder-trackingofffor IMU-only arm trackersIK 2.0 beta changelog, 2022.1.1p4
--calibration-range="0.6"0.6calibration search radius around binding points, in metresIK 2.0 beta changelog, 2022.1.2p4
--enable-ik-debug-loggingoffIK debug loggingIK 2.0 beta changelog, 2022.1.2p4
--freeze-tracking-on-disconnectofffreeze disconnected trackers in place until you recalibrateIK 2.0 beta changelog, 2022.1.2p4
--enable-avpro-in-protonoffallow AVPro under ProtonVRChat Discord announcement

unity player

names as found in UnityPlayer.dll. the Unity docs cover the common ones; the rest are undocumented and the explanation is read off the name.

window and display

argumentexplanation
-screen-width N / -screen-height Nresolution
-screen-fullscreen 0|1fullscreen off or on
-window-mode exclusive|borderlessfullscreen mode
-popupwindowborderless window
-monitor Ndisplay, 1-based
-adapter NGPU index
-parentHWND HWNDembed in another window
-screen-quality namequality level by name
-single-instanceonly one running copy
-no-stereo-renderingturn off stereo rendering
-enable-stereoscopic3dstereoscopic 3D on supported displays
-vrmode namestart with the named XR device

graphics api

argumentexplanation
-force-d3d11, -force-d3d12, -force-vulkan, -force-glcore, -force-glespick the graphics API (VRChat is only supported on D3D11)
-force-glcoreXY, -force-glesXYa specific GL/GLES version, e.g. -force-glcore45, -force-gles31aep
-force-feature-level-10-0-force-feature-level-11-1D3D feature level
-force-d3d11-singlethreaded, -force-d3d11-nothreadsno D3D11 multithreading
-force-d3d11-flip-model, -force-d3d11-bitblt-modelD3D11 swapchain present model
-force-d3d11-debug, -force-d3d12-debug, -force-d3d12-debug-gbvD3D debug layer, GPU-based validation
-force-driver-type-warpWARP software rasterizer
-force-device-index N, -force-multigpuGPU selection
-force-gfx-direct, -force-gfx-st, -force-gfx-mt, -force-gfx-jobsgraphics threading mode
-gfx-disable-mt-rendering, -gfx-enable-gfx-jobs, -gfx-enable-native-gfx-jobs, -gfx-jobs-syncthe same, finer grained
-disable-gpu-skinningskin meshes on the CPU
-force-vulkan-layers, -force-vulkan-layers-with-renderdoc, -vulkan-layers-printfVulkan validation layers
-force-vulkan-onscreen-swapchain, -vulkan-disable-secondary-commandbuffers, -disable-vulkan-command-buffer-recyclingVulkan workarounds
-vulkan-suballocator-blocks, -vulkan-suballocator-thresholdVulkan memory suballocator
-enable-vulkan-performance-validationVulkan performance warnings
-max-async-pso-job-count Nparallel pipeline state compiles
-strict-shader-variant-matchingerror instead of falling back on a missing shader variant
-video-allow-hw-accelerationhardware decoding for Unity’s own video player
-xr-latelatching-enabled, -xr-latelatchingdebug-enabledXR late latching
-xr-request-additional-vulkan-graphics-queueextra Vulkan queue for XR

jobs and memory

argumentexplanation
-job-worker-count Njob system worker threads
-background-job-worker-count Nbackground worker threads
-enlighten-job-worker-count NEnlighten GI worker threads
-no-main-thread-job-stealingthe main thread doesn’t run jobs while it waits
-job-system-wait-spin-time-ns Nhow long workers spin before sleeping
-memorysetup-*=Nallocator sizes, e.g. -memorysetup-main-allocator-block-size, -memorysetup-temp-allocator-size-main, -memorysetup-gfx-thread-allocator-block-size; 24 of them in total
-preload-manager-thread-stack-size Npreload thread stack size

logging, debugging and crashes

argumentexplanation
-logFile pathlog file; - for stdout
-nologno log file
-batchmode, -nographicsheadless
-no-dialogssuppress error dialogs
-silent-crashesno crash dialog
-break-on-crashbreak into the debugger on a crash
-crash-report-folder pathwhere crash dumps go
-show-crash-handler, -debug-crash-handler, -no-crash-quitcrash handler behaviour
-gfx-debug-msggraphics API debug messages
-native-leak-detectionnative memory leak detection
-enable-file-read-metricsfile read metrics
-wait-for-native-debugger, -wait-for-managed-debuggerwait for a debugger before starting
-managed-debugger-fixed-port Nmanaged debugger port
-profiler-log-file path, -profiler-capture-frame-count N, -profiler-enable-deep-profiling-supportprofiler
-random-seed Nfixed random seed

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