>>365452649
>>365451031
While I do truly love what audiolink has brought to the community visually and most of the time it's fine, it has been pretty heavy for performance. 
Also people are certainly using grab passes a lot, audiolink uses one too. 
I'm 100% with you that, grab passes and material counts are the main issue right now, because you can't overcome the set pass call limits unless you have monster cpu/ram/gpu bandwidth on platforms released in 2021. 
If vrchat implements something like directcache and directstorage someday, then things will change significantly. A URP Client in the future would be sweet too. 
This game is just really heavy on the render job count and there's no real way around it. One thing that helps is people actually atlasing their worlds and not using full lighting features. Map makers should aim for like 2-4 PBR materials on the main meshes tops and try to get around 50 draw calls at typical viewing angles, tops, just to account for the avatar factor. That's what I do, anyway.