>>279694484
Not with udon. 
It's not common knowledge here yet that udon actually runs in it's own virtual machine and compiles to assembly language. You can write your own compilers to write udon code in any script you like, you don't need to use their visual graph system. There's already a python interpreter, for example.
If you're not lazy and don't run every script you write on Update(), it's basically instantaneous and you can have many subroutines all running in a threaded manner on every game object.
I've tested udon maps that spawn thousands and thousands of gameobjects without dropping frames. 
VRChat is on the brink of potentially becoming a giant monster of an indy games platform if people start using it. Udon is, without any sarcasm, pretty fucking crazy. 

Framerate in vrchat is dependent on 3 things, and none of them are due to the game's "unoptimized" code.
1) avatars being shit
2) number of people in a room you're processing player audio/dynamicbones/skinned meshes for
3) the map, and mostly just realtime player shadows from a directional light. and a lack of occlusion culling and bad realtime audio import settings in unity. If you get rid of those things, half to all of the performance issues are gone.