>>365459170
>A crunched image decompresses directly into DXT1 or DXT5 with no additional steps, and decompresses EXTREMELY quickly on the gpu. The idea is a crunched texture can be read from the disk and decompressed into a DXT5 faster than reading a DXT5 straight.
Oh, I should have said why this is important... 
Culling of materials for avatars and bits of the map happens often and vrchat also runs garbage collection on players when they leave. You're loading texture data a lot more than you think and overall it's eating cpu cycles when you need them. 
It helps a ton. 
Import settings on images though are as important, not marking non-rgb things properly is also slows things down in processing materials (uncheck pic related for anything that isn't color, like a detail mask, height map, roughness, metallic, etc)
Also audio is genuinely horrible on ram if it's big. Set background music to streaming instead of decompress on load, and use mp3 since your computer has native SoC decoding for it. Ogg is nice, but sadly just a pig for resources in unity. Use pcm for short sounds and effects on everything else.