>>415958347
>player objects just add a lot of overhead by themselves
This is something vrchat sucks at somehow.
I bet their tacked on object pooled per player ui and systems are super high in gameobject count and has animatros up the wazzo and update loops.

I noticed that in CVR the CPU overhead is orders of magnitude lower per player. Though CVR does suck at their user interface for controlling EASILY the performance of the game it's so much better at being light at overhead per player.