>>301831520
You can run the unity profiler at runtime, but it requires a dev build of vrchat, and of course has some overhead from profiling itself. It would be interesting for the devs to pull random samples of avatars, load them into a map, simulate some IK inputs/gesture toggles over the network to move dynamic bones, and take profies. You could plot CPU frame time per avatar vs poly count, material count, dynamic bone count, some hash of the shader code, and all the other parameters, then train a SVM or other ML model to predict the CPU frame time for a given avatar.

With that model, you could then bin-pack avatars/components in a room by estimated CPU time, up to your given desired frame rate. First fill friend's avatars, then important components like the main mesh renderer, etc etc, and disable all the rest. Wala.