>>297329097
Yes, after more testing, it's definitely vertex starved as is. I was trying to stay under the vrchat 200 "poor" limit but it's pointless since the performance filter jumps straight to medium after "very poor" so in practice you're limited to 100 cloth verts.

I think there's some possibility in doing more complicated geometry generation from the limited amount of stimulated vertices than just tesselation. E.g. using a fur shader to make fuzzy skirt would hide a lot of the low poly newspaper look. I can imagine e.g. a frill shader working well, or even a non-physical cloth wrinkle effect. Basically you're treating the simulated cloth vertices as vastly more efficient dynamic bones, where you can have up to 100 of them and 8 colliders, but at the expense of needing to generate geometry in the gpu instead of simple skinning.