>>270364337
it's much safer to use LTS: you get the support from unity themselves and almost never fully break things unless unity themselves deprecate something massively. It's probably going to get to a point where something vrchat needs fundamentally might not get ported to a future version of unity, but that's an entirely different issue and not likely a big one. Vulcan/dx12 support is not in the oculus sdk yet even for quest on unity last I checked so it makes sense to go to 2018 due to it's similarities to 2017.4, but 2019 right now would be a pretty big jump with very little benefit, very risky, too many differences, too much content lost. I think the job system and various other general improvements will be significant enough. 2017 honestly is where unity "got it's legs" in terms of performance but to be fair vrchat team is the only company I can think of that doesn't stick to an older version for a released, established product and straight up updates unity like that. I think it makes sense for them, VR is still "new" and the performance boost from newer engines on vr hardware rendering is pretty big, but you can't just break everything. I think people get frustrated because they want a magic bandaid for performance and think unity updates is it: let me be clear - it's not, at all. Plus, when you go to a new unity version, you also gain MORE performance sapping new features too, which is geared to newer hardware, which creators will begin to use, negating some of the effects. This is the most muddy grey area of them all.