>>279715717
Wellyesbutactuallyno.jpg

Baked better than realtime but active probe object makes reflections inside the probe's "zone" more accurate to baked local scene, and reflective stuff determining which probe in the scene the reflections should be coming from, then and rendered to you in realtime.
Now do that for every dynamic object in the scene that uses a material that looks at reflections in some way.
Disabling them means all dynamic reflections just use the one specified in the lightmapper.
https://docs.unity3d.com/Manual/RefProbePerformance.html
Setting the reference camera you specified in the vrchat scene description render distance as low as you can based on your map geometry helps too, as well as reducing audio falloff distance. Lots of little things can really improve your perception of vrchat's perfomance.