>>365451031
>>365451545
>>365452150
So mainly to explain just a little further - 
"why my game slow?" comes in two flavors in the current situation in vrchat. 
1) Shaders (in unity basically "material features") are set up by the cpu and passed to the gpu. SOMETIMES those features are handled by the gpu directly, but it's rare and those shaders tend to crash on amd or not work in vr. So, your cpu has to do a little work for every material in the scene. 
2) Every unique material that isn't instanced is a set pass call. Anything above about 900 set pass calls is going to be pretty heavy. 
3) An avatar with 4 materials and 2 different shaders with say, audiolink, by itself will be around 70 set pass calls when combined with a map with the procedural skybox, post processing, a reflection probe and no real time light. That's one player ranked "Good" in vrchat.
Most people are are way worse and then you have more complex maps with some realtime features and lots of materials themelves. 
Let's add some reflections! Dynamic bones! 
Suddenly, your cpu is out of cores and has to wait a cycle to set up new materials. Now it starts culling them. Now you're waiting on the cpu to draw a material every frame with a grab pass. 
And you're not wrong about the vram limiting. 

By disabling shaders on non-friends (especially audiolink and shaders like oyasumisan's glasses) you will vastly improve your frames. 

pic related. This is a scene with light post processing, everything else baked, audiolink and a "good rated" avatar.